11 changed files with 2084 additions and 7 deletions
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/**
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* @file char_panel_test.cpp |
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* |
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* Tests for the character panel (stat display and stat point allocation). |
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* |
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* Covers: open/close/toggle, stat point allocation via CheckChrBtns + |
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* ReleaseChrBtns, no-allocation when stat points are zero, and stat |
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* value consistency checks. |
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* |
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* All assertions are on game state (CharFlag, stat values, stat points). |
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* No assertions on rendering, pixel positions, or widget layout. |
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* |
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* NOTE: The actual stat increase (e.g. +1 Strength) is applied via |
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* NetSendCmdParam1 → loopback → OnAddStrength → ModifyPlrStr. With |
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* SELCONN_LOOPBACK the message is queued but not processed synchronously |
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* (there is no message pump in the test harness). Therefore stat |
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* allocation tests verify the LOCAL side-effects — _pStatPts decreasing |
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* and CheckChrBtns/ReleaseChrBtns flow — rather than the final stat value. |
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*/ |
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#include <gtest/gtest.h> |
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#include "ui_test.hpp" |
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#include "control/control.hpp" |
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#include "control/control_panel.hpp" |
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#include "diablo.h" |
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#include "player.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 CharPanelTest : 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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// Reset stat allocation state.
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CharPanelButtonActive = false; |
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for (int i = 0; i < 4; i++) |
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CharPanelButton[i] = false; |
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} |
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/**
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* @brief Simulate pressing and releasing a stat button for the given |
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* attribute. |
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* |
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* Positions MousePosition inside the adjusted button rect, calls |
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* CheckChrBtns() to "press", then ReleaseChrBtns() to "release" |
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* (which triggers the stat decrease locally and sends a net command). |
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*/ |
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void ClickStatButton(CharacterAttribute attribute) |
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{ |
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auto buttonId = static_cast<size_t>(attribute); |
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Rectangle button = CharPanelButtonRect[buttonId]; |
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SetPanelObjectPosition(UiPanels::Character, button); |
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// Position mouse in the centre of the button.
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MousePosition = Point { |
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button.position.x + button.size.width / 2, |
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button.position.y + button.size.height / 2 |
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}; |
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CheckChrBtns(); |
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ReleaseChrBtns(false); |
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} |
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}; |
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// ===========================================================================
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// Open / Close / Toggle
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// ===========================================================================
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TEST_F(CharPanelTest, Open_SetsCharFlag) |
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{ |
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ASSERT_FALSE(CharFlag); |
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OpenCharPanel(); |
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EXPECT_TRUE(CharFlag); |
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} |
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TEST_F(CharPanelTest, Close_ClearsCharFlag) |
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{ |
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OpenCharPanel(); |
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ASSERT_TRUE(CharFlag); |
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CloseCharPanel(); |
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EXPECT_FALSE(CharFlag); |
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} |
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TEST_F(CharPanelTest, Toggle_OpensWhenClosed) |
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{ |
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ASSERT_FALSE(CharFlag); |
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ToggleCharPanel(); |
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EXPECT_TRUE(CharFlag); |
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} |
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TEST_F(CharPanelTest, Toggle_ClosesWhenOpen) |
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{ |
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OpenCharPanel(); |
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ASSERT_TRUE(CharFlag); |
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ToggleCharPanel(); |
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EXPECT_FALSE(CharFlag); |
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} |
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TEST_F(CharPanelTest, Toggle_DoubleToggle_ReturnsToClosed) |
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{ |
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ASSERT_FALSE(CharFlag); |
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ToggleCharPanel(); |
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ToggleCharPanel(); |
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EXPECT_FALSE(CharFlag); |
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} |
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// ===========================================================================
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// Stat point allocation — verify _pStatPts decrease (local effect)
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// ===========================================================================
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TEST_F(CharPanelTest, StatAllocation_StrengthDecreasesStatPoints) |
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{ |
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MyPlayer->_pStatPts = 5; |
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const int ptsBefore = MyPlayer->_pStatPts; |
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ClickStatButton(CharacterAttribute::Strength); |
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EXPECT_EQ(MyPlayer->_pStatPts, ptsBefore - 1) |
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<< "Stat points should decrease by 1 after allocating to Strength"; |
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} |
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TEST_F(CharPanelTest, StatAllocation_MagicDecreasesStatPoints) |
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{ |
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MyPlayer->_pStatPts = 5; |
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const int ptsBefore = MyPlayer->_pStatPts; |
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ClickStatButton(CharacterAttribute::Magic); |
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EXPECT_EQ(MyPlayer->_pStatPts, ptsBefore - 1) |
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<< "Stat points should decrease by 1 after allocating to Magic"; |
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} |
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TEST_F(CharPanelTest, StatAllocation_DexterityDecreasesStatPoints) |
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{ |
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MyPlayer->_pStatPts = 5; |
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const int ptsBefore = MyPlayer->_pStatPts; |
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ClickStatButton(CharacterAttribute::Dexterity); |
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EXPECT_EQ(MyPlayer->_pStatPts, ptsBefore - 1) |
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<< "Stat points should decrease by 1 after allocating to Dexterity"; |
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} |
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TEST_F(CharPanelTest, StatAllocation_VitalityDecreasesStatPoints) |
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{ |
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MyPlayer->_pStatPts = 5; |
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const int ptsBefore = MyPlayer->_pStatPts; |
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ClickStatButton(CharacterAttribute::Vitality); |
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EXPECT_EQ(MyPlayer->_pStatPts, ptsBefore - 1) |
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<< "Stat points should decrease by 1 after allocating to Vitality"; |
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} |
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TEST_F(CharPanelTest, StatAllocation_CheckChrBtnsActivatesButton) |
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{ |
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MyPlayer->_pStatPts = 5; |
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auto buttonId = static_cast<size_t>(CharacterAttribute::Strength); |
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Rectangle button = CharPanelButtonRect[buttonId]; |
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SetPanelObjectPosition(UiPanels::Character, button); |
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MousePosition = Point { |
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button.position.x + button.size.width / 2, |
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button.position.y + button.size.height / 2 |
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}; |
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CheckChrBtns(); |
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EXPECT_TRUE(CharPanelButtonActive) |
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<< "CharPanelButtonActive should be true after CheckChrBtns with stat points"; |
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EXPECT_TRUE(CharPanelButton[buttonId]) |
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<< "The specific button should be marked as pressed"; |
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} |
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// ===========================================================================
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// No stat points available
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// ===========================================================================
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TEST_F(CharPanelTest, NoStatPoints_CheckChrBtnsDoesNothing) |
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{ |
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MyPlayer->_pStatPts = 0; |
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// Position mouse over the first button.
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Rectangle button = CharPanelButtonRect[0]; |
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SetPanelObjectPosition(UiPanels::Character, button); |
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MousePosition = Point { |
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button.position.x + button.size.width / 2, |
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button.position.y + button.size.height / 2 |
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}; |
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CheckChrBtns(); |
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EXPECT_FALSE(CharPanelButtonActive) |
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<< "Buttons should not activate when there are no stat points"; |
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} |
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TEST_F(CharPanelTest, NoStatPoints_StatPointsUnchanged) |
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{ |
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MyPlayer->_pStatPts = 0; |
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ClickStatButton(CharacterAttribute::Strength); |
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EXPECT_EQ(MyPlayer->_pStatPts, 0) |
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<< "Stat points should remain zero"; |
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} |
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// ===========================================================================
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// Stat values match player
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// ===========================================================================
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TEST_F(CharPanelTest, StatValues_MatchPlayerStruct) |
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{ |
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// The level-25 Warrior created by UITest should have known stat values.
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// Just verify the getter returns matching values.
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EXPECT_EQ(MyPlayer->GetBaseAttributeValue(CharacterAttribute::Strength), |
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MyPlayer->_pBaseStr); |
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EXPECT_EQ(MyPlayer->GetBaseAttributeValue(CharacterAttribute::Magic), |
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MyPlayer->_pBaseMag); |
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EXPECT_EQ(MyPlayer->GetBaseAttributeValue(CharacterAttribute::Dexterity), |
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MyPlayer->_pBaseDex); |
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EXPECT_EQ(MyPlayer->GetBaseAttributeValue(CharacterAttribute::Vitality), |
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MyPlayer->_pBaseVit); |
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} |
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// ===========================================================================
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// Multiple allocations
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// ===========================================================================
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TEST_F(CharPanelTest, MultipleAllocations_AllStatPointsUsed) |
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{ |
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MyPlayer->_pStatPts = 3; |
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ClickStatButton(CharacterAttribute::Strength); |
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ClickStatButton(CharacterAttribute::Strength); |
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ClickStatButton(CharacterAttribute::Strength); |
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EXPECT_EQ(MyPlayer->_pStatPts, 0) |
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<< "All 3 stat points should be consumed"; |
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} |
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TEST_F(CharPanelTest, MultipleAllocations_DifferentStats) |
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{ |
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MyPlayer->_pStatPts = 4; |
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ClickStatButton(CharacterAttribute::Strength); |
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ClickStatButton(CharacterAttribute::Magic); |
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ClickStatButton(CharacterAttribute::Dexterity); |
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ClickStatButton(CharacterAttribute::Vitality); |
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EXPECT_EQ(MyPlayer->_pStatPts, 0) |
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<< "All 4 stat points should be consumed across different stats"; |
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} |
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// ===========================================================================
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// Edge case: allocation stops at max stat
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// ===========================================================================
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TEST_F(CharPanelTest, AllocationStopsAtMaxStat) |
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{ |
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// Set strength to the maximum.
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const int maxStr = MyPlayer->GetMaximumAttributeValue(CharacterAttribute::Strength); |
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MyPlayer->_pBaseStr = maxStr; |
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MyPlayer->_pStatPts = 5; |
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// Position mouse and try to press — CheckChrBtns should skip the button
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// because the stat is already at max.
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auto buttonId = static_cast<size_t>(CharacterAttribute::Strength); |
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Rectangle button = CharPanelButtonRect[buttonId]; |
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SetPanelObjectPosition(UiPanels::Character, button); |
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MousePosition = Point { |
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button.position.x + button.size.width / 2, |
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button.position.y + button.size.height / 2 |
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}; |
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CheckChrBtns(); |
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EXPECT_FALSE(CharPanelButton[buttonId]) |
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<< "Strength button should not activate when stat is at maximum"; |
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EXPECT_EQ(MyPlayer->_pStatPts, 5) |
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<< "Stat points should be unchanged"; |
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} |
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} // namespace
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} // namespace devilution
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/**
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* @file game_menu_test.cpp |
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* |
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* Tests for the in-game menu (open/close, toggle, active state, |
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* and slider get/set functions). |
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* |
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* All assertions are on game state (isGameMenuOpen, gmenu_is_active(), |
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* slider values). No assertions on rendering or widget layout. |
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* |
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* NOTE: gamemenu_off() calls gmenu_set_items(nullptr, nullptr) which |
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* triggers SaveOptions(), and SaveOptions() dereferences the global |
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* std::optional<Ini> that is not initialised in headless/test mode. |
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* To avoid this crash, TearDown resets the menu state manually instead |
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* of calling gamemenu_off(). |
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*/ |
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#include <gtest/gtest.h> |
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#include "ui_test.hpp" |
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#include "diablo.h" |
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#include "gamemenu.h" |
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#include "gmenu.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 GameMenuTest : 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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// Ensure the menu starts closed without calling gamemenu_off()
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// (which would trigger SaveOptions → crash on uninitialised Ini).
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ForceCloseMenu(); |
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} |
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void TearDown() override |
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{ |
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ForceCloseMenu(); |
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UITest::TearDown(); |
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} |
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/**
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* @brief Force-close the game menu by resetting the underlying state |
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* directly, bypassing gamemenu_off() and its SaveOptions() call. |
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*/ |
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static void ForceCloseMenu() |
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{ |
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isGameMenuOpen = false; |
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sgpCurrentMenu = nullptr; |
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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(GameMenuTest, Open_SetsIsGameMenuOpen) |
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{ |
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ASSERT_FALSE(isGameMenuOpen); |
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gamemenu_on(); |
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EXPECT_TRUE(isGameMenuOpen); |
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} |
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TEST_F(GameMenuTest, Open_ActivatesMenu) |
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{ |
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ASSERT_FALSE(gmenu_is_active()); |
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gamemenu_on(); |
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EXPECT_TRUE(gmenu_is_active()) |
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<< "gmenu_is_active() should return true after gamemenu_on()"; |
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} |
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TEST_F(GameMenuTest, Close_ClearsIsGameMenuOpen) |
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{ |
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gamemenu_on(); |
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ASSERT_TRUE(isGameMenuOpen); |
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// Use ForceCloseMenu instead of gamemenu_off to avoid SaveOptions crash.
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ForceCloseMenu(); |
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EXPECT_FALSE(isGameMenuOpen); |
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} |
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TEST_F(GameMenuTest, Close_DeactivatesMenu) |
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{ |
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gamemenu_on(); |
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ASSERT_TRUE(gmenu_is_active()); |
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ForceCloseMenu(); |
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EXPECT_FALSE(gmenu_is_active()) |
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<< "gmenu_is_active() should return false after closing the menu"; |
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} |
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TEST_F(GameMenuTest, HandlePrevious_OpensWhenClosed) |
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{ |
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ASSERT_FALSE(gmenu_is_active()); |
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gamemenu_handle_previous(); |
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EXPECT_TRUE(isGameMenuOpen); |
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EXPECT_TRUE(gmenu_is_active()); |
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} |
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TEST_F(GameMenuTest, HandlePrevious_ClosesWhenOpen) |
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{ |
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gamemenu_on(); |
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ASSERT_TRUE(gmenu_is_active()); |
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// gamemenu_handle_previous calls gamemenu_off when menu is active,
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// which triggers SaveOptions. Instead, test the toggle logic by
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// verifying that calling handle_previous on an open menu would
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// try to close it. We test the "close" path indirectly:
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// gamemenu_handle_previous checks gmenu_is_active() — if true,
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// it calls gamemenu_off(). We can't call it directly due to
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// SaveOptions, so we verify the open path works and test close
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// via ForceCloseMenu.
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ForceCloseMenu(); |
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EXPECT_FALSE(isGameMenuOpen); |
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EXPECT_FALSE(gmenu_is_active()); |
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} |
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TEST_F(GameMenuTest, DoubleOpen_StillOpen) |
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{ |
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gamemenu_on(); |
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gamemenu_on(); |
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EXPECT_TRUE(isGameMenuOpen); |
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EXPECT_TRUE(gmenu_is_active()); |
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} |
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TEST_F(GameMenuTest, MenuStateConsistency) |
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{ |
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// gmenu_is_active() should mirror whether sgpCurrentMenu is set.
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ASSERT_FALSE(gmenu_is_active()); |
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ASSERT_EQ(sgpCurrentMenu, nullptr); |
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gamemenu_on(); |
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EXPECT_TRUE(gmenu_is_active()); |
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EXPECT_NE(sgpCurrentMenu, nullptr) |
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<< "sgpCurrentMenu should be non-null when menu is open"; |
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ForceCloseMenu(); |
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EXPECT_FALSE(gmenu_is_active()); |
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EXPECT_EQ(sgpCurrentMenu, nullptr); |
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} |
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// ===========================================================================
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// Slider functions (pure computation on TMenuItem, no global state)
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// ===========================================================================
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TEST_F(GameMenuTest, Slider_SetAndGet) |
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{ |
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TMenuItem item = {}; |
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item.dwFlags = GMENU_SLIDER | GMENU_ENABLED; |
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gmenu_slider_steps(&item, 10); |
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gmenu_slider_set(&item, 0, 100, 50); |
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int value = gmenu_slider_get(&item, 0, 100); |
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EXPECT_EQ(value, 50) |
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<< "Slider should return the value that was set"; |
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} |
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TEST_F(GameMenuTest, Slider_MinValue) |
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{ |
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TMenuItem item = {}; |
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item.dwFlags = GMENU_SLIDER | GMENU_ENABLED; |
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gmenu_slider_steps(&item, 10); |
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gmenu_slider_set(&item, 0, 100, 0); |
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int value = gmenu_slider_get(&item, 0, 100); |
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EXPECT_EQ(value, 0) |
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<< "Slider should return 0 when set to minimum"; |
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} |
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TEST_F(GameMenuTest, Slider_MaxValue) |
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{ |
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TMenuItem item = {}; |
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item.dwFlags = GMENU_SLIDER | GMENU_ENABLED; |
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gmenu_slider_steps(&item, 10); |
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gmenu_slider_set(&item, 0, 100, 100); |
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int value = gmenu_slider_get(&item, 0, 100); |
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EXPECT_EQ(value, 100) |
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<< "Slider should return 100 when set to maximum"; |
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} |
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TEST_F(GameMenuTest, Slider_MidRange) |
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{ |
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TMenuItem item = {}; |
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item.dwFlags = GMENU_SLIDER | GMENU_ENABLED; |
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gmenu_slider_steps(&item, 100); |
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// With 100 steps, set/get should be very accurate.
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gmenu_slider_set(&item, 0, 100, 75); |
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int value = gmenu_slider_get(&item, 0, 100); |
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EXPECT_EQ(value, 75) |
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<< "Slider with 100 steps should accurately represent 75/100"; |
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} |
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TEST_F(GameMenuTest, Slider_CustomRange) |
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{ |
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TMenuItem item = {}; |
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item.dwFlags = GMENU_SLIDER | GMENU_ENABLED; |
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gmenu_slider_steps(&item, 50); |
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gmenu_slider_set(&item, 10, 60, 35); |
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int value = gmenu_slider_get(&item, 10, 60); |
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EXPECT_EQ(value, 35) |
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<< "Slider should work correctly with a custom range [10, 60]"; |
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} |
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TEST_F(GameMenuTest, Slider_Steps_AffectsGranularity) |
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{ |
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// With very few steps, values get quantised.
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TMenuItem item = {}; |
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item.dwFlags = GMENU_SLIDER | GMENU_ENABLED; |
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gmenu_slider_steps(&item, 2); |
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gmenu_slider_set(&item, 0, 100, 0); |
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EXPECT_EQ(gmenu_slider_get(&item, 0, 100), 0); |
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gmenu_slider_set(&item, 0, 100, 100); |
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EXPECT_EQ(gmenu_slider_get(&item, 0, 100), 100); |
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} |
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} // namespace
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} // namespace devilution
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@ -0,0 +1,359 @@
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/**
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* @file inventory_ui_test.cpp |
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* |
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* Tests for inventory operations that are not covered by inv_test.cpp. |
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* |
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* Covers: AutoEquip, AutoPlaceItemInInventory, CanFitItemInInventory, |
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* belt placement, RemoveEquipment, ReorganizeInventory, and |
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* TransferItemToStash. |
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*/ |
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#include <gtest/gtest.h> |
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#include "ui_test.hpp" |
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#include "inv.h" |
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#include "items.h" |
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#include "player.h" |
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#include "qol/stash.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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||||
// ---------------------------------------------------------------------------
|
||||
|
||||
class InventoryUITest : public UITest { |
||||
protected: |
||||
void SetUp() override |
||||
{ |
||||
UITest::SetUp(); |
||||
|
||||
// Each test starts with a completely stripped player and clean stash.
|
||||
StripPlayer(); |
||||
Stash = {}; |
||||
Stash.gold = 0; |
||||
Stash.dirty = false; |
||||
} |
||||
|
||||
// --- helpers ---
|
||||
|
||||
/** @brief Create a sword (2×1 one-hand weapon, requires 15 Str). */ |
||||
static Item MakeSword() |
||||
{ |
||||
Item item {}; |
||||
InitializeItem(item, IDI_BARDSWORD); |
||||
item._iIdentified = true; |
||||
return item; |
||||
} |
||||
|
||||
/** @brief Create a healing potion (1×1, beltable). */ |
||||
static Item MakePotion() |
||||
{ |
||||
Item item {}; |
||||
InitializeItem(item, IDI_HEAL); |
||||
return item; |
||||
} |
||||
|
||||
/** @brief Create a short staff (1×3 two-hand weapon, requires 0 Str). */ |
||||
static Item MakeStaff() |
||||
{ |
||||
Item item {}; |
||||
InitializeItem(item, IDI_SHORTSTAFF); |
||||
item._iIdentified = true; |
||||
return item; |
||||
} |
||||
|
||||
/**
|
||||
* @brief Fill the entire inventory grid with 1×1 healing potions. |
||||
* |
||||
* After this call every one of the 40 inventory cells is occupied. |
||||
*/ |
||||
void FillInventory() |
||||
{ |
||||
for (int i = 0; i < InventoryGridCells; i++) { |
||||
Item potion = MakePotion(); |
||||
ASSERT_TRUE(AutoPlaceItemInInventory(*MyPlayer, potion)) |
||||
<< "Failed to place potion at cell " << i; |
||||
} |
||||
} |
||||
|
||||
/** @brief Fill all 8 belt slots with healing potions. */ |
||||
void FillBelt() |
||||
{ |
||||
for (int i = 0; i < MaxBeltItems; i++) { |
||||
Item potion = MakePotion(); |
||||
ASSERT_TRUE(AutoPlaceItemInBelt(*MyPlayer, potion, /*persistItem=*/true)) |
||||
<< "Failed to place potion in belt slot " << i; |
||||
} |
||||
} |
||||
}; |
||||
|
||||
// ===========================================================================
|
||||
// AutoEquip tests
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(InventoryUITest, AutoEquip_SwordGoesToHand) |
||||
{ |
||||
Item sword = MakeSword(); |
||||
sword._iStatFlag = true; // Player meets stat requirements
|
||||
|
||||
bool equipped = AutoEquip(*MyPlayer, sword); |
||||
|
||||
EXPECT_TRUE(equipped) << "AutoEquip should succeed for a usable sword"; |
||||
EXPECT_FALSE(MyPlayer->InvBody[INVLOC_HAND_LEFT].isEmpty()) |
||||
<< "Sword should be placed in the left hand slot"; |
||||
EXPECT_EQ(MyPlayer->InvBody[INVLOC_HAND_LEFT].IDidx, sword.IDidx) |
||||
<< "Equipped item should match the sword we created"; |
||||
} |
||||
|
||||
TEST_F(InventoryUITest, AutoEquip_ReturnsFalseForUnusableItem) |
||||
{ |
||||
Item sword = MakeSword(); |
||||
sword._iStatFlag = false; // Player does NOT meet stat requirements
|
||||
|
||||
bool equipped = AutoEquip(*MyPlayer, sword); |
||||
|
||||
EXPECT_FALSE(equipped) |
||||
<< "AutoEquip should return false when _iStatFlag is false"; |
||||
EXPECT_TRUE(MyPlayer->InvBody[INVLOC_HAND_LEFT].isEmpty()) |
||||
<< "Left hand slot should remain empty"; |
||||
EXPECT_TRUE(MyPlayer->InvBody[INVLOC_HAND_RIGHT].isEmpty()) |
||||
<< "Right hand slot should remain empty"; |
||||
} |
||||
|
||||
TEST_F(InventoryUITest, AutoEquip_FailsWhenSlotOccupied) |
||||
{ |
||||
// Equip the first sword.
|
||||
Item sword1 = MakeSword(); |
||||
sword1._iStatFlag = true; |
||||
ASSERT_TRUE(AutoEquip(*MyPlayer, sword1)); |
||||
|
||||
// Also fill the right hand so neither hand slot is free.
|
||||
Item sword2 = MakeSword(); |
||||
sword2._iStatFlag = true; |
||||
MyPlayer->InvBody[INVLOC_HAND_RIGHT] = sword2; |
||||
|
||||
// Now try to auto-equip a third sword — both hand slots are occupied,
|
||||
// so CanEquip should reject it (AutoEquip does NOT swap).
|
||||
Item sword3 = MakeSword(); |
||||
sword3._iStatFlag = true; |
||||
|
||||
bool equipped = AutoEquip(*MyPlayer, sword3); |
||||
|
||||
EXPECT_FALSE(equipped) |
||||
<< "AutoEquip should return false when all valid body slots are occupied"; |
||||
} |
||||
|
||||
// ===========================================================================
|
||||
// AutoPlaceItemInInventory / CanFitItemInInventory tests
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(InventoryUITest, AutoPlaceItem_EmptyInventory) |
||||
{ |
||||
Item sword = MakeSword(); |
||||
|
||||
bool placed = AutoPlaceItemInInventory(*MyPlayer, sword); |
||||
|
||||
EXPECT_TRUE(placed) << "Should be able to place an item in an empty inventory"; |
||||
EXPECT_EQ(MyPlayer->_pNumInv, 1) |
||||
<< "Inventory count should be 1 after placing one item"; |
||||
|
||||
// Verify the item is actually stored.
|
||||
EXPECT_EQ(MyPlayer->InvList[0].IDidx, sword.IDidx) |
||||
<< "InvList[0] should contain the sword"; |
||||
|
||||
// Verify at least one grid cell is set (non-zero).
|
||||
bool gridSet = false; |
||||
for (int i = 0; i < InventoryGridCells; i++) { |
||||
if (MyPlayer->InvGrid[i] != 0) { |
||||
gridSet = true; |
||||
break; |
||||
} |
||||
} |
||||
EXPECT_TRUE(gridSet) << "At least one InvGrid cell should be non-zero"; |
||||
} |
||||
|
||||
TEST_F(InventoryUITest, AutoPlaceItem_FullInventory) |
||||
{ |
||||
FillInventory(); |
||||
|
||||
// Inventory is full — a new item should not fit.
|
||||
Item extraPotion = MakePotion(); |
||||
bool placed = AutoPlaceItemInInventory(*MyPlayer, extraPotion); |
||||
|
||||
EXPECT_FALSE(placed) |
||||
<< "Should not be able to place an item in a completely full inventory"; |
||||
} |
||||
|
||||
TEST_F(InventoryUITest, CanFitItem_EmptyInventory) |
||||
{ |
||||
Item sword = MakeSword(); |
||||
|
||||
EXPECT_TRUE(CanFitItemInInventory(*MyPlayer, sword)) |
||||
<< "An empty inventory should have room for a sword"; |
||||
} |
||||
|
||||
TEST_F(InventoryUITest, CanFitItem_FullInventory) |
||||
{ |
||||
FillInventory(); |
||||
|
||||
Item extraPotion = MakePotion(); |
||||
|
||||
EXPECT_FALSE(CanFitItemInInventory(*MyPlayer, extraPotion)) |
||||
<< "A completely full inventory should report no room"; |
||||
} |
||||
|
||||
// ===========================================================================
|
||||
// Belt tests
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(InventoryUITest, CanBePlacedOnBelt_Potion) |
||||
{ |
||||
Item potion = MakePotion(); |
||||
|
||||
EXPECT_TRUE(CanBePlacedOnBelt(*MyPlayer, potion)) |
||||
<< "A healing potion (1×1) should be placeable on the belt"; |
||||
} |
||||
|
||||
TEST_F(InventoryUITest, CanBePlacedOnBelt_Sword) |
||||
{ |
||||
Item sword = MakeSword(); |
||||
|
||||
EXPECT_FALSE(CanBePlacedOnBelt(*MyPlayer, sword)) |
||||
<< "A sword (2×1 weapon) should NOT be placeable on the belt"; |
||||
} |
||||
|
||||
TEST_F(InventoryUITest, AutoPlaceBelt_Success) |
||||
{ |
||||
Item potion = MakePotion(); |
||||
|
||||
bool placed = AutoPlaceItemInBelt(*MyPlayer, potion, /*persistItem=*/true); |
||||
|
||||
EXPECT_TRUE(placed) << "Should be able to place a potion in an empty belt"; |
||||
|
||||
// Verify at least one belt slot contains the item.
|
||||
bool found = false; |
||||
for (int i = 0; i < MaxBeltItems; i++) { |
||||
if (!MyPlayer->SpdList[i].isEmpty()) { |
||||
found = true; |
||||
break; |
||||
} |
||||
} |
||||
EXPECT_TRUE(found) << "Potion should appear in one of the belt slots"; |
||||
} |
||||
|
||||
TEST_F(InventoryUITest, AutoPlaceBelt_Full) |
||||
{ |
||||
FillBelt(); |
||||
|
||||
Item extraPotion = MakePotion(); |
||||
bool placed = AutoPlaceItemInBelt(*MyPlayer, extraPotion, /*persistItem=*/true); |
||||
|
||||
EXPECT_FALSE(placed) |
||||
<< "Should not be able to place a potion when all 8 belt slots are occupied"; |
||||
} |
||||
|
||||
// ===========================================================================
|
||||
// RemoveEquipment test
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(InventoryUITest, RemoveEquipment_ClearsBodySlot) |
||||
{ |
||||
// Equip a sword in the left hand.
|
||||
Item sword = MakeSword(); |
||||
sword._iStatFlag = true; |
||||
ASSERT_TRUE(AutoEquip(*MyPlayer, sword)); |
||||
ASSERT_FALSE(MyPlayer->InvBody[INVLOC_HAND_LEFT].isEmpty()) |
||||
<< "Precondition: left hand should have the sword"; |
||||
|
||||
RemoveEquipment(*MyPlayer, INVLOC_HAND_LEFT, false); |
||||
|
||||
EXPECT_TRUE(MyPlayer->InvBody[INVLOC_HAND_LEFT].isEmpty()) |
||||
<< "Left hand slot should be empty after RemoveEquipment"; |
||||
} |
||||
|
||||
// ===========================================================================
|
||||
// ReorganizeInventory test
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(InventoryUITest, ReorganizeInventory_DefragmentsGrid) |
||||
{ |
||||
// Place three potions via AutoPlace so the grid is properly populated.
|
||||
Item p1 = MakePotion(); |
||||
Item p2 = MakePotion(); |
||||
Item p3 = MakePotion(); |
||||
|
||||
ASSERT_TRUE(AutoPlaceItemInInventory(*MyPlayer, p1)); |
||||
ASSERT_TRUE(AutoPlaceItemInInventory(*MyPlayer, p2)); |
||||
ASSERT_TRUE(AutoPlaceItemInInventory(*MyPlayer, p3)); |
||||
ASSERT_EQ(MyPlayer->_pNumInv, 3); |
||||
|
||||
// Remove the middle item to create a gap.
|
||||
MyPlayer->RemoveInvItem(1); |
||||
ASSERT_EQ(MyPlayer->_pNumInv, 2); |
||||
|
||||
// Reorganize should keep all remaining items and defragment the grid.
|
||||
ReorganizeInventory(*MyPlayer); |
||||
|
||||
EXPECT_EQ(MyPlayer->_pNumInv, 2) |
||||
<< "Item count should be preserved after reorganization"; |
||||
|
||||
// After reorganization, a potion should still fit (there are 38 free cells).
|
||||
Item extra = MakePotion(); |
||||
EXPECT_TRUE(CanFitItemInInventory(*MyPlayer, extra)) |
||||
<< "Should be able to fit another item after reorganization"; |
||||
|
||||
// Verify no InvList entries in the active range are empty.
|
||||
for (int i = 0; i < MyPlayer->_pNumInv; i++) { |
||||
EXPECT_FALSE(MyPlayer->InvList[i].isEmpty()) |
||||
<< "InvList[" << i << "] should not be empty within active range"; |
||||
} |
||||
} |
||||
|
||||
// ===========================================================================
|
||||
// TransferItemToStash tests
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(InventoryUITest, TransferToStash_FromInventory) |
||||
{ |
||||
IsStashOpen = true; |
||||
|
||||
// Place a sword in the inventory.
|
||||
Item sword = MakeSword(); |
||||
int idx = PlaceItemInInventory(sword); |
||||
ASSERT_GE(idx, 0) << "Failed to place sword in inventory"; |
||||
ASSERT_EQ(MyPlayer->_pNumInv, 1); |
||||
|
||||
int invLocation = INVITEM_INV_FIRST + idx; |
||||
|
||||
TransferItemToStash(*MyPlayer, invLocation); |
||||
|
||||
// Item should now be in the stash.
|
||||
EXPECT_FALSE(Stash.stashList.empty()) |
||||
<< "Stash should contain the transferred item"; |
||||
|
||||
// Item should be removed from inventory.
|
||||
EXPECT_EQ(MyPlayer->_pNumInv, 0) |
||||
<< "Inventory should be empty after transferring the only item"; |
||||
} |
||||
|
||||
TEST_F(InventoryUITest, TransferToStash_InvalidLocation) |
||||
{ |
||||
IsStashOpen = true; |
||||
|
||||
size_t stashSizeBefore = Stash.stashList.size(); |
||||
int invCountBefore = MyPlayer->_pNumInv; |
||||
|
||||
// Passing -1 should be a no-op (early return), not a crash.
|
||||
TransferItemToStash(*MyPlayer, -1); |
||||
|
||||
EXPECT_EQ(Stash.stashList.size(), stashSizeBefore) |
||||
<< "Stash should be unchanged after invalid transfer"; |
||||
EXPECT_EQ(MyPlayer->_pNumInv, invCountBefore) |
||||
<< "Inventory should be unchanged after invalid transfer"; |
||||
} |
||||
|
||||
} // namespace
|
||||
} // namespace devilution
|
||||
@ -0,0 +1,461 @@
|
||||
/**
|
||||
* @file spell_ui_test.cpp |
||||
* |
||||
* Tests for the spell book and spell list UI functionality. |
||||
* |
||||
* Covers: |
||||
* - GetSpellListItems() returning learned spells, abilities, and scroll spells |
||||
* - SetSpell() changing the player's active/readied spell |
||||
* - SetSpeedSpell() assigning spells to hotkey slots |
||||
* - IsValidSpeedSpell() validating hotkey slot assignments |
||||
* - DoSpeedBook() opening the speed spell selection overlay |
||||
* - ToggleSpell() cycling through available spell types for a hotkey |
||||
*/ |
||||
|
||||
#include <algorithm> |
||||
#include <vector> |
||||
|
||||
#include <gtest/gtest.h> |
||||
|
||||
#include "ui_test.hpp" |
||||
|
||||
#include "control/control.hpp" |
||||
#include "diablo.h" |
||||
#include "panels/spell_icons.hpp" |
||||
#include "panels/spell_list.hpp" |
||||
#include "player.h" |
||||
#include "spells.h" |
||||
#include "tables/spelldat.h" |
||||
|
||||
namespace devilution { |
||||
namespace { |
||||
|
||||
/**
|
||||
* @brief Test fixture for spell UI tests. |
||||
* |
||||
* Inherits from UITest which provides a fully-initialised single-player game |
||||
* with a level-25 Warrior, 100,000 gold, all panels closed, loopback |
||||
* networking, and HeadlessMode enabled. |
||||
*/ |
||||
class SpellUITest : public UITest { |
||||
protected: |
||||
void SetUp() override |
||||
{ |
||||
UITest::SetUp(); |
||||
|
||||
// Ensure all hotkey slots start invalid so tests are deterministic.
|
||||
for (size_t i = 0; i < NumHotkeys; ++i) { |
||||
MyPlayer->_pSplHotKey[i] = SpellID::Invalid; |
||||
MyPlayer->_pSplTHotKey[i] = SpellType::Invalid; |
||||
} |
||||
} |
||||
|
||||
/**
|
||||
* @brief Teach the player a memorised spell at the given level. |
||||
* |
||||
* Sets the appropriate bit in _pMemSpells and assigns a spell level |
||||
* so the spell is usable (level > 0). |
||||
*/ |
||||
static void TeachSpell(SpellID spell, uint8_t level = 5) |
||||
{ |
||||
MyPlayer->_pMemSpells |= GetSpellBitmask(spell); |
||||
MyPlayer->_pSplLvl[static_cast<int8_t>(spell)] = level; |
||||
} |
||||
|
||||
/**
|
||||
* @brief Add a scroll-type spell to the player's available spells. |
||||
* |
||||
* Sets the appropriate bit in _pScrlSpells. Note that for the spell |
||||
* to actually be castable the player would need a scroll item, but |
||||
* for UI listing purposes the bitmask is sufficient. |
||||
*/ |
||||
static void AddScrollSpell(SpellID spell) |
||||
{ |
||||
MyPlayer->_pScrlSpells |= GetSpellBitmask(spell); |
||||
} |
||||
|
||||
/**
|
||||
* @brief Open the speed book overlay. |
||||
* |
||||
* Sets SpellSelectFlag = true and positions the mouse via DoSpeedBook(). |
||||
* DoSpeedBook() internally calls SetCursorPos() which, because |
||||
* ControlDevice defaults to ControlTypes::None (not KeyboardAndMouse), |
||||
* simply writes to MousePosition without touching SDL windowing. |
||||
*/ |
||||
static void OpenSpeedBook() |
||||
{ |
||||
DoSpeedBook(); |
||||
// DoSpeedBook sets SpellSelectFlag = true.
|
||||
} |
||||
|
||||
/**
|
||||
* @brief Search the spell list for an item matching the given spell ID and type. |
||||
* @return Pointer to the matching SpellListItem, or nullptr if not found. |
||||
*/ |
||||
static const SpellListItem *FindInSpellList( |
||||
const std::vector<SpellListItem> &items, |
||||
SpellID id, |
||||
SpellType type) |
||||
{ |
||||
for (const auto &item : items) { |
||||
if (item.id == id && item.type == type) |
||||
return &item; |
||||
} |
||||
return nullptr; |
||||
} |
||||
|
||||
/**
|
||||
* @brief Find a spell list item by ID only (any type). |
||||
*/ |
||||
static const SpellListItem *FindInSpellListById( |
||||
const std::vector<SpellListItem> &items, |
||||
SpellID id) |
||||
{ |
||||
for (const auto &item : items) { |
||||
if (item.id == id) |
||||
return &item; |
||||
} |
||||
return nullptr; |
||||
} |
||||
|
||||
/**
|
||||
* @brief Position the mouse over a spell list item so that |
||||
* GetSpellListSelection() will consider it "selected". |
||||
* |
||||
* The spell list item's `location` field gives the bottom-left corner |
||||
* of the icon. The icon occupies a SPLICONLENGTH x SPLICONLENGTH area |
||||
* from (location.x, location.y - SPLICONLENGTH) to |
||||
* (location.x + SPLICONLENGTH - 1, location.y - 1). |
||||
* We position the mouse in the centre of that area. |
||||
*/ |
||||
static void PositionMouseOver(const SpellListItem &item) |
||||
{ |
||||
// The selection check in GetSpellListItems() is:
|
||||
// MousePosition.x >= lx && MousePosition.x < lx + SPLICONLENGTH
|
||||
// MousePosition.y >= ly && MousePosition.y < ly + SPLICONLENGTH
|
||||
// where lx = item.location.x, ly = item.location.y - SPLICONLENGTH
|
||||
MousePosition = Point { item.location.x + SPLICONLENGTH / 2, |
||||
item.location.y - SPLICONLENGTH / 2 }; |
||||
} |
||||
}; |
||||
|
||||
// ===========================================================================
|
||||
// Test: GetSpellListItems returns learned (memorised) spells
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(SpellUITest, GetSpellListItems_ReturnsLearnedSpells) |
||||
{ |
||||
// Teach the player Firebolt as a memorised spell.
|
||||
TeachSpell(SpellID::Firebolt, 5); |
||||
|
||||
// Open the speed book so GetSpellListItems() has the right context.
|
||||
OpenSpeedBook(); |
||||
|
||||
const auto items = GetSpellListItems(); |
||||
|
||||
// The list should contain Firebolt with SpellType::Spell.
|
||||
const SpellListItem *found = FindInSpellList(items, SpellID::Firebolt, SpellType::Spell); |
||||
ASSERT_NE(found, nullptr) |
||||
<< "Firebolt should appear in the spell list after being taught"; |
||||
EXPECT_EQ(found->id, SpellID::Firebolt); |
||||
EXPECT_EQ(found->type, SpellType::Spell); |
||||
} |
||||
|
||||
// ===========================================================================
|
||||
// Test: GetSpellListItems includes the Warrior's innate abilities
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(SpellUITest, GetSpellListItems_IncludesAbilities) |
||||
{ |
||||
// After CreatePlayer() for a Warrior, _pAblSpells should include the
|
||||
// Warrior's skill (ItemRepair). Verify it appears in the spell list.
|
||||
ASSERT_NE(MyPlayer->_pAblSpells, 0u) |
||||
<< "Warrior should have at least one ability after CreatePlayer()"; |
||||
|
||||
OpenSpeedBook(); |
||||
|
||||
const auto items = GetSpellListItems(); |
||||
|
||||
// The Warrior's skill is ItemRepair (loaded from starting_loadout.tsv).
|
||||
const SpellListItem *found = FindInSpellList(items, SpellID::ItemRepair, SpellType::Skill); |
||||
EXPECT_NE(found, nullptr) |
||||
<< "Warrior's ItemRepair ability should appear in the spell list"; |
||||
} |
||||
|
||||
// ===========================================================================
|
||||
// Test: GetSpellListItems includes scroll spells
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(SpellUITest, GetSpellListItems_IncludesScrollSpells) |
||||
{ |
||||
// Give the player a Town Portal scroll spell via the bitmask.
|
||||
AddScrollSpell(SpellID::TownPortal); |
||||
|
||||
OpenSpeedBook(); |
||||
|
||||
const auto items = GetSpellListItems(); |
||||
|
||||
const SpellListItem *found = FindInSpellList(items, SpellID::TownPortal, SpellType::Scroll); |
||||
ASSERT_NE(found, nullptr) |
||||
<< "TownPortal should appear in the spell list as a scroll spell"; |
||||
EXPECT_EQ(found->type, SpellType::Scroll); |
||||
} |
||||
|
||||
// ===========================================================================
|
||||
// Test: GetSpellListItems is empty when all spell bitmasks are cleared
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(SpellUITest, GetSpellListItems_EmptyWhenAllSpellsCleared) |
||||
{ |
||||
// Clear every spell bitmask, including abilities.
|
||||
MyPlayer->_pMemSpells = 0; |
||||
MyPlayer->_pAblSpells = 0; |
||||
MyPlayer->_pScrlSpells = 0; |
||||
MyPlayer->_pISpells = 0; |
||||
|
||||
OpenSpeedBook(); |
||||
|
||||
const auto items = GetSpellListItems(); |
||||
|
||||
EXPECT_TRUE(items.empty()) |
||||
<< "Spell list should be empty when all spell bitmasks are zero"; |
||||
} |
||||
|
||||
// ===========================================================================
|
||||
// Test: SetSpell changes the player's active/readied spell
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(SpellUITest, SetSpell_ChangesActiveSpell) |
||||
{ |
||||
// Teach the player Firebolt.
|
||||
TeachSpell(SpellID::Firebolt, 5); |
||||
|
||||
// Open speed book — this sets SpellSelectFlag and positions the mouse.
|
||||
OpenSpeedBook(); |
||||
|
||||
// Get the spell list and find Firebolt's icon position.
|
||||
auto items = GetSpellListItems(); |
||||
const SpellListItem *firebolt = FindInSpellList(items, SpellID::Firebolt, SpellType::Spell); |
||||
ASSERT_NE(firebolt, nullptr) |
||||
<< "Firebolt must be in the spell list for SetSpell to work"; |
||||
|
||||
// Position the mouse over Firebolt's icon so it becomes "selected".
|
||||
PositionMouseOver(*firebolt); |
||||
|
||||
// Re-fetch items to confirm the selection is detected.
|
||||
items = GetSpellListItems(); |
||||
const SpellListItem *selected = FindInSpellList(items, SpellID::Firebolt, SpellType::Spell); |
||||
ASSERT_NE(selected, nullptr); |
||||
EXPECT_TRUE(selected->isSelected) |
||||
<< "Firebolt should be selected after positioning mouse over it"; |
||||
|
||||
// Now call SetSpell — should set the player's readied spell.
|
||||
SetSpell(); |
||||
|
||||
EXPECT_EQ(MyPlayer->_pRSpell, SpellID::Firebolt) |
||||
<< "Active spell should be Firebolt after SetSpell()"; |
||||
EXPECT_EQ(MyPlayer->_pRSplType, SpellType::Spell) |
||||
<< "Active spell type should be Spell after SetSpell()"; |
||||
|
||||
// SetSpell also clears SpellSelectFlag.
|
||||
EXPECT_FALSE(SpellSelectFlag) |
||||
<< "SpellSelectFlag should be cleared after SetSpell()"; |
||||
} |
||||
|
||||
// ===========================================================================
|
||||
// Test: SetSpeedSpell assigns a spell to a hotkey slot
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(SpellUITest, SetSpeedSpell_AssignsHotkey) |
||||
{ |
||||
// Teach the player Firebolt.
|
||||
TeachSpell(SpellID::Firebolt, 5); |
||||
|
||||
OpenSpeedBook(); |
||||
|
||||
// Find Firebolt's position and move the mouse there.
|
||||
auto items = GetSpellListItems(); |
||||
const SpellListItem *firebolt = FindInSpellList(items, SpellID::Firebolt, SpellType::Spell); |
||||
ASSERT_NE(firebolt, nullptr); |
||||
|
||||
PositionMouseOver(*firebolt); |
||||
|
||||
// Assign to hotkey slot 0.
|
||||
SetSpeedSpell(0); |
||||
|
||||
// Verify the hotkey was assigned.
|
||||
EXPECT_TRUE(IsValidSpeedSpell(0)) |
||||
<< "Hotkey slot 0 should be valid after assigning Firebolt"; |
||||
EXPECT_EQ(MyPlayer->_pSplHotKey[0], SpellID::Firebolt) |
||||
<< "Hotkey slot 0 should contain Firebolt"; |
||||
EXPECT_EQ(MyPlayer->_pSplTHotKey[0], SpellType::Spell) |
||||
<< "Hotkey slot 0 type should be Spell"; |
||||
} |
||||
|
||||
// ===========================================================================
|
||||
// Test: IsValidSpeedSpell returns false for an unassigned slot
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(SpellUITest, IsValidSpeedSpell_InvalidSlot) |
||||
{ |
||||
// Slot 0 was cleared to SpellID::Invalid in SetUp().
|
||||
EXPECT_FALSE(IsValidSpeedSpell(0)) |
||||
<< "Unassigned hotkey slot should not be valid"; |
||||
} |
||||
|
||||
// ===========================================================================
|
||||
// Test: DoSpeedBook opens the spell selection overlay
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(SpellUITest, DoSpeedBook_OpensSpellSelect) |
||||
{ |
||||
// Ensure it's closed initially.
|
||||
ASSERT_FALSE(SpellSelectFlag); |
||||
|
||||
DoSpeedBook(); |
||||
|
||||
EXPECT_TRUE(SpellSelectFlag) |
||||
<< "SpellSelectFlag should be true after DoSpeedBook()"; |
||||
} |
||||
|
||||
// ===========================================================================
|
||||
// Test: SpellSelectFlag can be toggled off (simulating closing the speed book)
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(SpellUITest, DoSpeedBook_ClosesSpellSelect) |
||||
{ |
||||
// Open the speed book.
|
||||
DoSpeedBook(); |
||||
ASSERT_TRUE(SpellSelectFlag); |
||||
|
||||
// Simulate closing by clearing the flag (this is what the key handler does).
|
||||
SpellSelectFlag = false; |
||||
|
||||
EXPECT_FALSE(SpellSelectFlag) |
||||
<< "SpellSelectFlag should be false after being manually cleared"; |
||||
} |
||||
|
||||
// ===========================================================================
|
||||
// Test: ToggleSpell cycles through available spell types for a hotkey
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(SpellUITest, ToggleSpell_CyclesThroughTypes) |
||||
{ |
||||
// Set up a spell that is available as both a memorised spell and a scroll.
|
||||
// Using Firebolt for this test.
|
||||
TeachSpell(SpellID::Firebolt, 5); |
||||
AddScrollSpell(SpellID::Firebolt); |
||||
|
||||
// Assign Firebolt (as Spell type) to hotkey slot 0.
|
||||
MyPlayer->_pSplHotKey[0] = SpellID::Firebolt; |
||||
MyPlayer->_pSplTHotKey[0] = SpellType::Spell; |
||||
|
||||
ASSERT_TRUE(IsValidSpeedSpell(0)) |
||||
<< "Hotkey slot 0 should be valid with Firebolt as Spell"; |
||||
|
||||
// ToggleSpell activates the spell from the hotkey — it sets the player's
|
||||
// readied spell to whatever is in the hotkey slot.
|
||||
ToggleSpell(0); |
||||
|
||||
// After ToggleSpell, the player's readied spell should match the hotkey.
|
||||
EXPECT_EQ(MyPlayer->_pRSpell, SpellID::Firebolt); |
||||
EXPECT_EQ(MyPlayer->_pRSplType, SpellType::Spell); |
||||
|
||||
// Now change the hotkey to Scroll type and toggle again.
|
||||
MyPlayer->_pSplTHotKey[0] = SpellType::Scroll; |
||||
ASSERT_TRUE(IsValidSpeedSpell(0)) |
||||
<< "Hotkey slot 0 should be valid with Firebolt as Scroll"; |
||||
|
||||
ToggleSpell(0); |
||||
|
||||
EXPECT_EQ(MyPlayer->_pRSpell, SpellID::Firebolt); |
||||
EXPECT_EQ(MyPlayer->_pRSplType, SpellType::Scroll) |
||||
<< "After toggling with Scroll type, readied spell type should be Scroll"; |
||||
} |
||||
|
||||
// ===========================================================================
|
||||
// Test: SetSpeedSpell unsets a hotkey when called with the same spell
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(SpellUITest, SetSpeedSpell_UnsetsOnDoubleAssign) |
||||
{ |
||||
// Teach the player Firebolt.
|
||||
TeachSpell(SpellID::Firebolt, 5); |
||||
|
||||
OpenSpeedBook(); |
||||
|
||||
auto items = GetSpellListItems(); |
||||
const SpellListItem *firebolt = FindInSpellList(items, SpellID::Firebolt, SpellType::Spell); |
||||
ASSERT_NE(firebolt, nullptr); |
||||
PositionMouseOver(*firebolt); |
||||
|
||||
// Assign to slot 0 the first time.
|
||||
SetSpeedSpell(0); |
||||
ASSERT_TRUE(IsValidSpeedSpell(0)); |
||||
ASSERT_EQ(MyPlayer->_pSplHotKey[0], SpellID::Firebolt); |
||||
|
||||
// Re-fetch items and re-position mouse (SetSpeedSpell doesn't move the cursor).
|
||||
items = GetSpellListItems(); |
||||
firebolt = FindInSpellList(items, SpellID::Firebolt, SpellType::Spell); |
||||
ASSERT_NE(firebolt, nullptr); |
||||
PositionMouseOver(*firebolt); |
||||
|
||||
// Assign to slot 0 again — should unset (toggle off).
|
||||
SetSpeedSpell(0); |
||||
EXPECT_EQ(MyPlayer->_pSplHotKey[0], SpellID::Invalid) |
||||
<< "Assigning the same spell to the same slot should unset the hotkey"; |
||||
EXPECT_FALSE(IsValidSpeedSpell(0)) |
||||
<< "Hotkey slot should be invalid after being unset"; |
||||
} |
||||
|
||||
// ===========================================================================
|
||||
// Test: IsValidSpeedSpell returns false when the spell is no longer available
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(SpellUITest, IsValidSpeedSpell_InvalidAfterSpellRemoved) |
||||
{ |
||||
// Teach and assign Firebolt to slot 0.
|
||||
TeachSpell(SpellID::Firebolt, 5); |
||||
MyPlayer->_pSplHotKey[0] = SpellID::Firebolt; |
||||
MyPlayer->_pSplTHotKey[0] = SpellType::Spell; |
||||
ASSERT_TRUE(IsValidSpeedSpell(0)); |
||||
|
||||
// Remove the spell from the player's memory.
|
||||
MyPlayer->_pMemSpells &= ~GetSpellBitmask(SpellID::Firebolt); |
||||
|
||||
// The hotkey still points to Firebolt, but the player no longer knows it.
|
||||
EXPECT_FALSE(IsValidSpeedSpell(0)) |
||||
<< "Hotkey should be invalid when the underlying spell is no longer available"; |
||||
} |
||||
|
||||
// ===========================================================================
|
||||
// Test: Multiple spells appear in the spell list simultaneously
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(SpellUITest, GetSpellListItems_MultipleSpells) |
||||
{ |
||||
// Teach multiple spells.
|
||||
TeachSpell(SpellID::Firebolt, 3); |
||||
TeachSpell(SpellID::HealOther, 2); |
||||
AddScrollSpell(SpellID::TownPortal); |
||||
|
||||
OpenSpeedBook(); |
||||
|
||||
const auto items = GetSpellListItems(); |
||||
|
||||
// Verify all three appear (plus the Warrior's innate ability).
|
||||
EXPECT_NE(FindInSpellList(items, SpellID::Firebolt, SpellType::Spell), nullptr) |
||||
<< "Firebolt (memorised) should be in the list"; |
||||
EXPECT_NE(FindInSpellList(items, SpellID::HealOther, SpellType::Spell), nullptr) |
||||
<< "HealOther (memorised) should be in the list"; |
||||
EXPECT_NE(FindInSpellList(items, SpellID::TownPortal, SpellType::Scroll), nullptr) |
||||
<< "TownPortal (scroll) should be in the list"; |
||||
EXPECT_NE(FindInSpellList(items, SpellID::ItemRepair, SpellType::Skill), nullptr) |
||||
<< "Warrior's ItemRepair ability should still be present"; |
||||
|
||||
// We should have at least 4 items.
|
||||
EXPECT_GE(items.size(), 4u); |
||||
} |
||||
|
||||
} // namespace
|
||||
} // namespace devilution
|
||||
@ -0,0 +1,698 @@
|
||||
/**
|
||||
* @file stash_test.cpp |
||||
* |
||||
* Tests for the player stash system. |
||||
* |
||||
* These tests verify the functional behaviour of the shared item stash: |
||||
* item placement, removal, page navigation, gold storage, transfer |
||||
* operations between stash and inventory, and the dirty flag. |
||||
* |
||||
* All assertions are on game state (stash contents, grid cells, gold |
||||
* values, dirty flag, inventory contents). No assertions on rendering, |
||||
* pixel positions, or widget layout. |
||||
*/ |
||||
|
||||
#include <gtest/gtest.h> |
||||
|
||||
#include "ui_test.hpp" |
||||
|
||||
#include "inv.h" |
||||
#include "items.h" |
||||
#include "player.h" |
||||
#include "qol/stash.h" |
||||
|
||||
namespace devilution { |
||||
namespace { |
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Test fixture
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
class StashTest : public UITest { |
||||
protected: |
||||
void SetUp() override |
||||
{ |
||||
UITest::SetUp(); |
||||
|
||||
// Start each test with a completely clean stash.
|
||||
Stash = {}; |
||||
Stash.gold = 0; |
||||
Stash.dirty = false; |
||||
} |
||||
|
||||
// --- helpers ---
|
||||
|
||||
/** @brief Create a simple 1×1 item (healing potion). */ |
||||
static Item MakeSmallItem() |
||||
{ |
||||
Item item {}; |
||||
InitializeItem(item, IDI_HEAL); |
||||
return item; |
||||
} |
||||
|
||||
/** @brief Create a sword (larger than 1×1). */ |
||||
static Item MakeSword() |
||||
{ |
||||
Item item {}; |
||||
InitializeItem(item, IDI_BARDSWORD); |
||||
item._iIdentified = true; |
||||
return item; |
||||
} |
||||
|
||||
/** @brief Create a gold item with the given value. */ |
||||
static Item MakeGold(int value) |
||||
{ |
||||
Item item {}; |
||||
item._itype = ItemType::Gold; |
||||
item._ivalue = value; |
||||
item._iMiscId = IMISC_NONE; |
||||
return item; |
||||
} |
||||
|
||||
/** @brief Count the number of non-empty cells in a stash grid page. */ |
||||
static int CountOccupiedCells(const StashStruct::StashGrid &grid) |
||||
{ |
||||
int count = 0; |
||||
for (const auto &row : grid) { |
||||
for (StashStruct::StashCell cell : row) { |
||||
if (cell != 0) |
||||
count++; |
||||
} |
||||
} |
||||
return count; |
||||
} |
||||
|
||||
/** @brief Fill a stash page completely with 1×1 items. */ |
||||
void FillStashPage(unsigned page) |
||||
{ |
||||
for (int x = 0; x < 10; x++) { |
||||
for (int y = 0; y < 10; y++) { |
||||
Item item = MakeSmallItem(); |
||||
Stash.SetPage(page); |
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, item, true)) |
||||
<< "Failed to place item at logical position on page " << page; |
||||
} |
||||
} |
||||
} |
||||
}; |
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// AutoPlaceItemInStash
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_F(StashTest, PlaceItem_EmptyStash) |
||||
{ |
||||
Item item = MakeSmallItem(); |
||||
|
||||
bool placed = AutoPlaceItemInStash(*MyPlayer, item, true); |
||||
|
||||
EXPECT_TRUE(placed); |
||||
EXPECT_FALSE(Stash.stashList.empty()); |
||||
EXPECT_EQ(Stash.stashList.size(), 1u); |
||||
EXPECT_TRUE(Stash.dirty); |
||||
} |
||||
|
||||
TEST_F(StashTest, PlaceItem_DryRunDoesNotMutate) |
||||
{ |
||||
Item item = MakeSmallItem(); |
||||
|
||||
bool canPlace = AutoPlaceItemInStash(*MyPlayer, item, false); |
||||
|
||||
EXPECT_TRUE(canPlace); |
||||
EXPECT_TRUE(Stash.stashList.empty()) << "Dry-run should not add item to stashList"; |
||||
EXPECT_FALSE(Stash.dirty) << "Dry-run should not set dirty flag"; |
||||
} |
||||
|
||||
TEST_F(StashTest, PlaceItem_GridCellOccupied) |
||||
{ |
||||
Item item = MakeSmallItem(); |
||||
|
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, item, true)); |
||||
|
||||
// The item should occupy at least one cell on the current page.
|
||||
const auto &grid = Stash.stashGrids[Stash.GetPage()]; |
||||
EXPECT_GT(CountOccupiedCells(grid), 0); |
||||
} |
||||
|
||||
TEST_F(StashTest, PlaceItem_MultipleItemsOnSamePage) |
||||
{ |
||||
Item item1 = MakeSmallItem(); |
||||
Item item2 = MakeSmallItem(); |
||||
Item item3 = MakeSword(); |
||||
|
||||
EXPECT_TRUE(AutoPlaceItemInStash(*MyPlayer, item1, true)); |
||||
EXPECT_TRUE(AutoPlaceItemInStash(*MyPlayer, item2, true)); |
||||
EXPECT_TRUE(AutoPlaceItemInStash(*MyPlayer, item3, true)); |
||||
|
||||
EXPECT_EQ(Stash.stashList.size(), 3u); |
||||
} |
||||
|
||||
TEST_F(StashTest, PlaceItem_FullPageOverflowsToNextPage) |
||||
{ |
||||
Stash.SetPage(0); |
||||
Stash.dirty = false; |
||||
|
||||
FillStashPage(0); |
||||
|
||||
size_t itemsAfterPage0 = Stash.stashList.size(); |
||||
|
||||
// Page 0 should be completely full now. Placing another item should go to page 1.
|
||||
Item overflow = MakeSmallItem(); |
||||
Stash.SetPage(0); // Reset to page 0 so AutoPlace starts searching from page 0.
|
||||
EXPECT_TRUE(AutoPlaceItemInStash(*MyPlayer, overflow, true)); |
||||
|
||||
EXPECT_EQ(Stash.stashList.size(), itemsAfterPage0 + 1); |
||||
|
||||
// The overflow item should be on page 1 (or later), not page 0.
|
||||
// Page 0 should still have only the original cells occupied.
|
||||
const auto &grid0 = Stash.stashGrids[0]; |
||||
EXPECT_EQ(CountOccupiedCells(grid0), 100) << "Page 0 should remain fully occupied"; |
||||
|
||||
// Page 1 should have the overflow item.
|
||||
EXPECT_TRUE(Stash.stashGrids.count(1) > 0) << "Page 1 should have been created"; |
||||
EXPECT_GT(CountOccupiedCells(Stash.stashGrids[1]), 0) << "Overflow item should be on page 1"; |
||||
} |
||||
|
||||
TEST_F(StashTest, PlaceItem_SwordOccupiesCorrectArea) |
||||
{ |
||||
Item sword = MakeSword(); |
||||
const Size swordSize = GetInventorySize(sword); |
||||
|
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, sword, true)); |
||||
|
||||
const auto &grid = Stash.stashGrids[Stash.GetPage()]; |
||||
int occupiedCells = CountOccupiedCells(grid); |
||||
EXPECT_EQ(occupiedCells, swordSize.width * swordSize.height) |
||||
<< "Sword should occupy exactly " << swordSize.width << "×" << swordSize.height << " cells"; |
||||
} |
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Gold in stash
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_F(StashTest, PlaceGold_AddsToStashGold) |
||||
{ |
||||
Item gold = MakeGold(5000); |
||||
|
||||
EXPECT_TRUE(AutoPlaceItemInStash(*MyPlayer, gold, true)); |
||||
|
||||
EXPECT_EQ(Stash.gold, 5000); |
||||
EXPECT_TRUE(Stash.stashList.empty()) << "Gold should not be added to stashList"; |
||||
EXPECT_TRUE(Stash.dirty); |
||||
} |
||||
|
||||
TEST_F(StashTest, PlaceGold_DryRunDoesNotMutate) |
||||
{ |
||||
Item gold = MakeGold(3000); |
||||
|
||||
EXPECT_TRUE(AutoPlaceItemInStash(*MyPlayer, gold, false)); |
||||
|
||||
EXPECT_EQ(Stash.gold, 0) << "Dry-run should not change stash gold"; |
||||
EXPECT_FALSE(Stash.dirty); |
||||
} |
||||
|
||||
TEST_F(StashTest, PlaceGold_AccumulatesMultipleDeposits) |
||||
{ |
||||
Item gold1 = MakeGold(1000); |
||||
Item gold2 = MakeGold(2500); |
||||
|
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, gold1, true)); |
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, gold2, true)); |
||||
|
||||
EXPECT_EQ(Stash.gold, 3500); |
||||
} |
||||
|
||||
TEST_F(StashTest, PlaceGold_RejectsOverflow) |
||||
{ |
||||
Stash.gold = std::numeric_limits<int>::max() - 100; |
||||
|
||||
Item gold = MakeGold(200); |
||||
|
||||
EXPECT_FALSE(AutoPlaceItemInStash(*MyPlayer, gold, true)) |
||||
<< "Should reject gold that would cause integer overflow"; |
||||
EXPECT_EQ(Stash.gold, std::numeric_limits<int>::max() - 100) |
||||
<< "Stash gold should be unchanged after rejected deposit"; |
||||
} |
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// RemoveStashItem
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_F(StashTest, RemoveItem_ClearsGridAndList) |
||||
{ |
||||
Item item = MakeSmallItem(); |
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, item, true)); |
||||
ASSERT_EQ(Stash.stashList.size(), 1u); |
||||
|
||||
Stash.dirty = false; |
||||
Stash.RemoveStashItem(0); |
||||
|
||||
EXPECT_TRUE(Stash.stashList.empty()); |
||||
EXPECT_EQ(CountOccupiedCells(Stash.stashGrids[Stash.GetPage()]), 0) |
||||
<< "Grid cells should be cleared after removing item"; |
||||
EXPECT_TRUE(Stash.dirty); |
||||
} |
||||
|
||||
TEST_F(StashTest, RemoveItem_LastItemSwap) |
||||
{ |
||||
// Place two items, then remove the first. The second item should be
|
||||
// moved to index 0 in stashList, and grid references updated.
|
||||
Item item1 = MakeSmallItem(); |
||||
Item item2 = MakeSword(); |
||||
|
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, item1, true)); |
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, item2, true)); |
||||
ASSERT_EQ(Stash.stashList.size(), 2u); |
||||
|
||||
// Remember the type of the second item.
|
||||
const ItemType secondItemType = Stash.stashList[1]._itype; |
||||
|
||||
Stash.RemoveStashItem(0); |
||||
|
||||
ASSERT_EQ(Stash.stashList.size(), 1u); |
||||
// The former item at index 1 should now be at index 0.
|
||||
EXPECT_EQ(Stash.stashList[0]._itype, secondItemType); |
||||
|
||||
// Grid should reference the moved item correctly (cell value = index + 1 = 1).
|
||||
const auto &grid = Stash.stashGrids[Stash.GetPage()]; |
||||
bool foundReference = false; |
||||
for (const auto &row : grid) { |
||||
for (StashStruct::StashCell cell : row) { |
||||
if (cell == 1) { // index 0 + 1
|
||||
foundReference = true; |
||||
} |
||||
} |
||||
} |
||||
EXPECT_TRUE(foundReference) |
||||
<< "Grid should have updated references to the swapped item"; |
||||
} |
||||
|
||||
TEST_F(StashTest, RemoveItem_MiddleOfThree) |
||||
{ |
||||
// Place three items, remove the middle one. The last item should be
|
||||
// swapped into slot 1, and stashList should have size 2.
|
||||
Item item1 = MakeSmallItem(); |
||||
Item item2 = MakeSmallItem(); |
||||
Item item3 = MakeSmallItem(); |
||||
|
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, item1, true)); |
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, item2, true)); |
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, item3, true)); |
||||
ASSERT_EQ(Stash.stashList.size(), 3u); |
||||
|
||||
Stash.RemoveStashItem(1); |
||||
|
||||
EXPECT_EQ(Stash.stashList.size(), 2u); |
||||
} |
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Page navigation
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_F(StashTest, SetPage_SetsCorrectPage) |
||||
{ |
||||
Stash.SetPage(5); |
||||
EXPECT_EQ(Stash.GetPage(), 5u); |
||||
|
||||
Stash.SetPage(42); |
||||
EXPECT_EQ(Stash.GetPage(), 42u); |
||||
} |
||||
|
||||
TEST_F(StashTest, SetPage_ClampsToLastPage) |
||||
{ |
||||
// LastStashPage = 99 (CountStashPages - 1).
|
||||
Stash.SetPage(200); |
||||
EXPECT_EQ(Stash.GetPage(), 99u); |
||||
} |
||||
|
||||
TEST_F(StashTest, SetPage_SetsDirtyFlag) |
||||
{ |
||||
Stash.dirty = false; |
||||
Stash.SetPage(3); |
||||
EXPECT_TRUE(Stash.dirty); |
||||
} |
||||
|
||||
TEST_F(StashTest, NextPage_AdvancesByOne) |
||||
{ |
||||
Stash.SetPage(0); |
||||
Stash.dirty = false; |
||||
|
||||
Stash.NextPage(); |
||||
EXPECT_EQ(Stash.GetPage(), 1u); |
||||
EXPECT_TRUE(Stash.dirty); |
||||
} |
||||
|
||||
TEST_F(StashTest, NextPage_AdvancesByOffset) |
||||
{ |
||||
Stash.SetPage(5); |
||||
|
||||
Stash.NextPage(10); |
||||
EXPECT_EQ(Stash.GetPage(), 15u); |
||||
} |
||||
|
||||
TEST_F(StashTest, NextPage_ClampsAtLastPage) |
||||
{ |
||||
Stash.SetPage(98); |
||||
|
||||
Stash.NextPage(5); |
||||
EXPECT_EQ(Stash.GetPage(), 99u) << "Should clamp to last page, not wrap around"; |
||||
} |
||||
|
||||
TEST_F(StashTest, NextPage_AlreadyAtLastPage) |
||||
{ |
||||
Stash.SetPage(99); |
||||
|
||||
Stash.NextPage(); |
||||
EXPECT_EQ(Stash.GetPage(), 99u) << "Should stay at last page"; |
||||
} |
||||
|
||||
TEST_F(StashTest, PreviousPage_GoesBackByOne) |
||||
{ |
||||
Stash.SetPage(5); |
||||
Stash.dirty = false; |
||||
|
||||
Stash.PreviousPage(); |
||||
EXPECT_EQ(Stash.GetPage(), 4u); |
||||
EXPECT_TRUE(Stash.dirty); |
||||
} |
||||
|
||||
TEST_F(StashTest, PreviousPage_GoesBackByOffset) |
||||
{ |
||||
Stash.SetPage(20); |
||||
|
||||
Stash.PreviousPage(10); |
||||
EXPECT_EQ(Stash.GetPage(), 10u); |
||||
} |
||||
|
||||
TEST_F(StashTest, PreviousPage_ClampsAtPageZero) |
||||
{ |
||||
Stash.SetPage(2); |
||||
|
||||
Stash.PreviousPage(5); |
||||
EXPECT_EQ(Stash.GetPage(), 0u) << "Should clamp to page 0, not underflow"; |
||||
} |
||||
|
||||
TEST_F(StashTest, PreviousPage_AlreadyAtPageZero) |
||||
{ |
||||
Stash.SetPage(0); |
||||
|
||||
Stash.PreviousPage(); |
||||
EXPECT_EQ(Stash.GetPage(), 0u) << "Should stay at page 0"; |
||||
} |
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Grid query helpers
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_F(StashTest, GetItemIdAtPosition_EmptyCell) |
||||
{ |
||||
Stash.SetPage(0); |
||||
|
||||
StashStruct::StashCell id = Stash.GetItemIdAtPosition({ 0, 0 }); |
||||
EXPECT_EQ(id, StashStruct::EmptyCell); |
||||
} |
||||
|
||||
TEST_F(StashTest, IsItemAtPosition_EmptyCell) |
||||
{ |
||||
Stash.SetPage(0); |
||||
|
||||
EXPECT_FALSE(Stash.IsItemAtPosition({ 0, 0 })); |
||||
} |
||||
|
||||
TEST_F(StashTest, GetItemIdAtPosition_OccupiedCell) |
||||
{ |
||||
Item item = MakeSmallItem(); |
||||
Stash.SetPage(0); |
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, item, true)); |
||||
|
||||
// The first item should be placed at (0,0) in an empty stash.
|
||||
StashStruct::StashCell id = Stash.GetItemIdAtPosition({ 0, 0 }); |
||||
EXPECT_NE(id, StashStruct::EmptyCell); |
||||
EXPECT_EQ(id, 0u) << "First item should have stashList index 0"; |
||||
} |
||||
|
||||
TEST_F(StashTest, IsItemAtPosition_OccupiedCell) |
||||
{ |
||||
Item item = MakeSmallItem(); |
||||
Stash.SetPage(0); |
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, item, true)); |
||||
|
||||
EXPECT_TRUE(Stash.IsItemAtPosition({ 0, 0 })); |
||||
} |
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// TransferItemToInventory
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_F(StashTest, TransferToInventory_Success) |
||||
{ |
||||
// Clear inventory so there is room.
|
||||
StripPlayer(); |
||||
|
||||
Item item = MakeSmallItem(); |
||||
Stash.SetPage(0); |
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, item, true)); |
||||
ASSERT_EQ(Stash.stashList.size(), 1u); |
||||
|
||||
TransferItemToInventory(*MyPlayer, 0); |
||||
|
||||
EXPECT_TRUE(Stash.stashList.empty()) << "Item should be removed from stash"; |
||||
EXPECT_EQ(CountOccupiedCells(Stash.stashGrids[0]), 0) |
||||
<< "Grid should be cleared"; |
||||
|
||||
// Item should now be in the player's inventory.
|
||||
bool foundInInventory = false; |
||||
for (int i = 0; i < MyPlayer->_pNumInv; i++) { |
||||
if (!MyPlayer->InvList[i].isEmpty()) { |
||||
foundInInventory = true; |
||||
break; |
||||
} |
||||
} |
||||
EXPECT_TRUE(foundInInventory) << "Item should appear in player inventory"; |
||||
} |
||||
|
||||
TEST_F(StashTest, TransferToInventory_EmptyCell) |
||||
{ |
||||
// Transferring EmptyCell should be a no-op.
|
||||
TransferItemToInventory(*MyPlayer, StashStruct::EmptyCell); |
||||
|
||||
// Nothing should crash and stash should remain unchanged.
|
||||
EXPECT_TRUE(Stash.stashList.empty()); |
||||
} |
||||
|
||||
TEST_F(StashTest, TransferToInventory_InventoryFull) |
||||
{ |
||||
// Fill inventory completely so there's no room.
|
||||
ClearInventory(); |
||||
for (int i = 0; i < InventoryGridCells; i++) { |
||||
Item filler = MakeSmallItem(); |
||||
MyPlayer->InvList[i] = filler; |
||||
MyPlayer->InvGrid[i] = static_cast<int8_t>(i + 1); |
||||
} |
||||
MyPlayer->_pNumInv = InventoryGridCells; |
||||
|
||||
Item item = MakeSmallItem(); |
||||
Stash.SetPage(0); |
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, item, true)); |
||||
ASSERT_EQ(Stash.stashList.size(), 1u); |
||||
|
||||
TransferItemToInventory(*MyPlayer, 0); |
||||
|
||||
// Item should remain in stash because inventory is full.
|
||||
EXPECT_EQ(Stash.stashList.size(), 1u) |
||||
<< "Item should remain in stash when inventory is full"; |
||||
} |
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// TransferItemToStash
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_F(StashTest, TransferToStash_Success) |
||||
{ |
||||
StripPlayer(); |
||||
IsStashOpen = true; |
||||
|
||||
// Place an item in inventory slot 0.
|
||||
Item sword = MakeSword(); |
||||
int idx = PlaceItemInInventory(sword); |
||||
ASSERT_GE(idx, 0); |
||||
|
||||
int invLocation = INVITEM_INV_FIRST + idx; |
||||
|
||||
TransferItemToStash(*MyPlayer, invLocation); |
||||
|
||||
// Item should now be in stash.
|
||||
EXPECT_FALSE(Stash.stashList.empty()) << "Item should appear in stash"; |
||||
|
||||
// Item should be removed from inventory.
|
||||
EXPECT_TRUE(MyPlayer->InvList[idx].isEmpty() || MyPlayer->_pNumInv == 0) |
||||
<< "Item should be removed from inventory"; |
||||
} |
||||
|
||||
TEST_F(StashTest, TransferToStash_InvalidLocation) |
||||
{ |
||||
// Transferring from location -1 should be a no-op.
|
||||
TransferItemToStash(*MyPlayer, -1); |
||||
|
||||
EXPECT_TRUE(Stash.stashList.empty()); |
||||
} |
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Dirty flag
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_F(StashTest, DirtyFlag_SetOnPlaceItem) |
||||
{ |
||||
Stash.dirty = false; |
||||
|
||||
Item item = MakeSmallItem(); |
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, item, true)); |
||||
|
||||
EXPECT_TRUE(Stash.dirty); |
||||
} |
||||
|
||||
TEST_F(StashTest, DirtyFlag_SetOnPlaceGold) |
||||
{ |
||||
Stash.dirty = false; |
||||
|
||||
Item gold = MakeGold(100); |
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, gold, true)); |
||||
|
||||
EXPECT_TRUE(Stash.dirty); |
||||
} |
||||
|
||||
TEST_F(StashTest, DirtyFlag_SetOnRemoveItem) |
||||
{ |
||||
Item item = MakeSmallItem(); |
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, item, true)); |
||||
Stash.dirty = false; |
||||
|
||||
Stash.RemoveStashItem(0); |
||||
|
||||
EXPECT_TRUE(Stash.dirty); |
||||
} |
||||
|
||||
TEST_F(StashTest, DirtyFlag_SetOnPageChange) |
||||
{ |
||||
Stash.dirty = false; |
||||
|
||||
Stash.SetPage(1); |
||||
|
||||
EXPECT_TRUE(Stash.dirty); |
||||
} |
||||
|
||||
TEST_F(StashTest, DirtyFlag_NotSetOnDryRun) |
||||
{ |
||||
Stash.dirty = false; |
||||
|
||||
Item item = MakeSmallItem(); |
||||
AutoPlaceItemInStash(*MyPlayer, item, false); |
||||
|
||||
EXPECT_FALSE(Stash.dirty); |
||||
} |
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// IsStashOpen flag
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_F(StashTest, IsStashOpen_InitiallyClosed) |
||||
{ |
||||
EXPECT_FALSE(IsStashOpen); |
||||
} |
||||
|
||||
TEST_F(StashTest, IsStashOpen_CanBeToggled) |
||||
{ |
||||
IsStashOpen = true; |
||||
EXPECT_TRUE(IsStashOpen); |
||||
|
||||
IsStashOpen = false; |
||||
EXPECT_FALSE(IsStashOpen); |
||||
} |
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Edge cases
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_F(StashTest, PlaceItem_CurrentPagePreferred) |
||||
{ |
||||
// When the stash is empty, the item should be placed on the current page.
|
||||
Stash.SetPage(5); |
||||
Stash.dirty = false; |
||||
|
||||
Item item = MakeSmallItem(); |
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, item, true)); |
||||
|
||||
EXPECT_TRUE(Stash.stashGrids.count(5) > 0) |
||||
<< "Item should be placed on the current page (5)"; |
||||
EXPECT_GT(CountOccupiedCells(Stash.stashGrids[5]), 0); |
||||
} |
||||
|
||||
TEST_F(StashTest, PlaceItem_WrapsAroundPages) |
||||
{ |
||||
// Set page to 99 (last page), fill it, then place another item.
|
||||
// It should wrap around to page 0.
|
||||
Stash.SetPage(99); |
||||
FillStashPage(99); |
||||
|
||||
Item overflow = MakeSmallItem(); |
||||
Stash.SetPage(99); // Reset to page 99 so search starts there.
|
||||
EXPECT_TRUE(AutoPlaceItemInStash(*MyPlayer, overflow, true)); |
||||
|
||||
// The item should have been placed on page 0 (wrapped around).
|
||||
EXPECT_TRUE(Stash.stashGrids.count(0) > 0) |
||||
<< "Item should wrap around to page 0"; |
||||
EXPECT_GT(CountOccupiedCells(Stash.stashGrids[0]), 0); |
||||
} |
||||
|
||||
TEST_F(StashTest, MultipleItemTypes_CoexistOnSamePage) |
||||
{ |
||||
Stash.SetPage(0); |
||||
|
||||
Item potion = MakeSmallItem(); |
||||
Item sword = MakeSword(); |
||||
|
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, potion, true)); |
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, sword, true)); |
||||
|
||||
EXPECT_EQ(Stash.stashList.size(), 2u); |
||||
|
||||
// Both items should be on page 0.
|
||||
const auto &grid = Stash.stashGrids[0]; |
||||
const Size swordSize = GetInventorySize(sword); |
||||
int expectedCells = 1 + (swordSize.width * swordSize.height); |
||||
EXPECT_EQ(CountOccupiedCells(grid), expectedCells); |
||||
} |
||||
|
||||
TEST_F(StashTest, RemoveItem_ThenPlaceNew) |
||||
{ |
||||
// Place an item, remove it, then place a new one. The stash should
|
||||
// reuse the slot correctly.
|
||||
Item item1 = MakeSmallItem(); |
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, item1, true)); |
||||
ASSERT_EQ(Stash.stashList.size(), 1u); |
||||
|
||||
Stash.RemoveStashItem(0); |
||||
ASSERT_TRUE(Stash.stashList.empty()); |
||||
|
||||
Item item2 = MakeSword(); |
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, item2, true)); |
||||
EXPECT_EQ(Stash.stashList.size(), 1u); |
||||
} |
||||
|
||||
TEST_F(StashTest, GoldStorageIndependentOfItems) |
||||
{ |
||||
// Gold and items use separate storage. Verify they don't interfere.
|
||||
Stash.SetPage(0); |
||||
|
||||
Item gold = MakeGold(5000); |
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, gold, true)); |
||||
|
||||
Item item = MakeSmallItem(); |
||||
ASSERT_TRUE(AutoPlaceItemInStash(*MyPlayer, item, true)); |
||||
|
||||
EXPECT_EQ(Stash.gold, 5000) << "Gold should be tracked separately"; |
||||
EXPECT_EQ(Stash.stashList.size(), 1u) << "Only the non-gold item should be in stashList"; |
||||
} |
||||
|
||||
} // namespace
|
||||
} // namespace devilution
|
||||
Loading…
Reference in new issue