Ejemplo n.º 1
0
void merge_invlet_test( player &dummy, inventory_location from )
{
    // invlet to assign
    constexpr char invlet_1 = '{';
    constexpr char invlet_2 = '}';

    // should merge from a place other than the inventory
    REQUIRE( from != INVENTORY );
    // cannot assign invlet to items on the ground
    REQUIRE( from != GROUND );

    for( int id = 0; id < INVLET_STATE_NUM * INVLET_STATE_NUM; ++id ) {
        // how to assign invlet to the first item
        invlet_state first_invlet_state = invlet_state( id % INVLET_STATE_NUM );
        // how to assign invlet to the second item
        invlet_state second_invlet_state = invlet_state( id / INVLET_STATE_NUM );
        // what the invlet should be for the merged stack
        invlet_state expected_merged_invlet_state = first_invlet_state != NONE ? first_invlet_state : second_invlet_state;
        char expected_merged_invlet = first_invlet_state != NONE ? invlet_1 : second_invlet_state != NONE ? invlet_2 : 0;

        // remove all items
        dummy.inv.clear();
        dummy.worn.clear();
        dummy.remove_weapon();
        g->m.i_clear( dummy.pos() );

        // some stackable item
        item tshirt( "tshirt" );

        // add the item
        add_item( dummy, tshirt, INVENTORY );
        add_item( dummy, tshirt, from );

        // assign the items with invlets
        assign_invlet( dummy, item_at( dummy, 0, INVENTORY ), invlet_1, first_invlet_state );
        assign_invlet( dummy, item_at( dummy, 0, from ), invlet_2, second_invlet_state );

        // merge the second item into inventory
        move_item( dummy, 0, from, INVENTORY );

        item &merged_item = item_at( dummy, 0, INVENTORY );
        invlet_state merged_invlet_state = check_invlet( dummy, merged_item, expected_merged_invlet );
        char merged_invlet = merged_item.invlet;

        std::stringstream ss;
        ss << "1. add two stackable items to the inventory and " << location_desc( from ) << std::endl;
        ss << "2. assign " << invlet_state_desc( first_invlet_state ) << " invlet " << invlet_1 << " to the item in the inventory " << std::endl;
        ss << "3. assign " << invlet_state_desc( second_invlet_state ) << " invlet " << invlet_2 << " to the " << location_desc( from ) << std::endl;
        ss << "4. " << move_action_desc( 0, from, INVENTORY ) << std::endl;
        ss << "expect the stack in the inventory to have " << invlet_state_desc( expected_merged_invlet_state ) << " invlet " << expected_merged_invlet << std::endl;
        ss << "the stack actually has " << invlet_state_desc( merged_invlet_state ) << " invlet " << merged_invlet << std::endl;
        INFO( ss.str() );
        REQUIRE( merged_item.typeId() == tshirt.typeId() );
        CHECK( merged_invlet_state == expected_merged_invlet_state );
        CHECK( merged_invlet == expected_merged_invlet );
    }
}
Ejemplo n.º 2
0
void swap_invlet_test( player &dummy, inventory_location loc )
{
    // invlet to assign
    constexpr char invlet_1 = '{';
    constexpr char invlet_2 = '}';

    // cannot swap invlets of items on the ground
    REQUIRE( loc != GROUND );

    // remove all items
    dummy.inv.clear();
    dummy.worn.clear();
    dummy.remove_weapon();
    g->m.i_clear( dummy.pos() );

    // two items of the same type that do not stack
    item tshirt1( "tshirt" );
    item tshirt2( "tshirt" );
    tshirt2.mod_damage( -1 );

    // add the items
    add_item( dummy, tshirt1, loc );
    add_item( dummy, tshirt2, loc );

    // assign the items with invlets
    assign_invlet( dummy, item_at( dummy, 0, loc ), invlet_1, CACHED );
    assign_invlet( dummy, item_at( dummy, 1, loc ), invlet_2, CACHED );

    // swap the invlets (invoking twice to make the invlet non-player-assigned)
    dummy.reassign_item( item_at( dummy, 0, loc ), invlet_2 );
    dummy.reassign_item( item_at( dummy, 0, loc ), invlet_2 );

    // drop the items
    move_item( dummy, 0, loc, GROUND );
    move_item( dummy, 0, loc, GROUND );

    // get them again
    move_item( dummy, 0, GROUND, loc );
    move_item( dummy, 0, GROUND, loc );

    std::stringstream ss;
    ss << "1. add two items of the same type to " << location_desc( loc ) <<
       ", and ensure them do not stack" << std::endl;
    ss << "2. assign different invlets to the two items" << std::endl;
    ss << "3. swap the invlets by assign one of the items with the invlet of the other item" <<
       std::endl;
    ss << "4. move the items to " << location_desc( GROUND ) << std::endl;
    ss << "5. move the items to " << location_desc( loc ) << " again" << std::endl;
    ss << "expect the items to keep their swapped invlets" << std::endl;
    if( item_at( dummy, 0, loc ).invlet == invlet_2 && item_at( dummy, 1, loc ).invlet == invlet_1 ) {
        ss << "the items actually keep their swapped invlets" << std::endl;
    } else {
        ss << "the items actually does not keep their swapped invlets" << std::endl;
    }
    INFO( ss.str() );
    REQUIRE( item_at( dummy, 0, loc ).typeId() == tshirt1.typeId() );
    REQUIRE( item_at( dummy, 1, loc ).typeId() == tshirt2.typeId() );
    // invlets should not disappear and should still be swapped
    CHECK( item_at( dummy, 0, loc ).invlet == invlet_2 );
    CHECK( item_at( dummy, 1, loc ).invlet == invlet_1 );
    CHECK( check_invlet( dummy, item_at( dummy, 0, loc ), invlet_2 ) == CACHED );
    CHECK( check_invlet( dummy, item_at( dummy, 1, loc ), invlet_1 ) == CACHED );

    // clear invlets
    assign_invlet( dummy, item_at( dummy, 0, loc ), invlet_2, NONE );
    assign_invlet( dummy, item_at( dummy, 1, loc ), invlet_1, NONE );
}
Ejemplo n.º 3
0
void invlet_test( player &dummy, inventory_location from, inventory_location to )
{
    // invlet to assign
    constexpr char invlet = '|';

    // iterate through all permutations of test actions
    for( int id = 0; id < INVLET_STATE_NUM * INVLET_STATE_NUM * TEST_ACTION_NUM; ++id ) {
        // how to assign invlet to the first item
        invlet_state first_invlet_state = invlet_state( id % INVLET_STATE_NUM );
        // how to assign invlet to the second item
        invlet_state second_invlet_state = invlet_state( id / INVLET_STATE_NUM % INVLET_STATE_NUM );
        // the test steps
        test_action action = test_action( id / INVLET_STATE_NUM / INVLET_STATE_NUM % TEST_ACTION_NUM );

        // the final expected invlet state of the two items
        invlet_state expected_first_invlet_state = second_invlet_state == NONE ? first_invlet_state : NONE;
        invlet_state expected_second_invlet_state = second_invlet_state;

        // remove all items
        dummy.inv.clear();
        dummy.worn.clear();
        dummy.remove_weapon();
        g->m.i_clear( dummy.pos() );

        // some two items that can be wielded, worn, and picked up
        item tshirt( "tshirt" );
        item jeans( "jeans" );

        // add the items to the starting position
        add_item( dummy, tshirt, to );
        add_item( dummy, jeans, to );

        // assign invlet to the first item
        assign_invlet( dummy, item_at( dummy, 0, to ), invlet, first_invlet_state );

        // remove the first item
        move_item( dummy, 0, to, from );

        // assign invlet to the second item
        assign_invlet( dummy, item_at( dummy, 0, to ), invlet, second_invlet_state );

        item *final_first = nullptr, *final_second = nullptr;
        switch( action ) {
            case REMOVE_1ST_REMOVE_2ND_ADD_1ST_ADD_2ND:
                move_item( dummy, 0, to, from );
                move_item( dummy, 0, from, to );
                move_item( dummy, 0, from, to );
                final_first = &item_at( dummy, 0, to );
                final_second = &item_at( dummy, 1, to );
                break;
            case REMOVE_1ST_REMOVE_2ND_ADD_2ND_ADD_1ST:
                move_item( dummy, 0, to, from );
                move_item( dummy, 1, from, to );
                move_item( dummy, 0, from, to );
                final_first = &item_at( dummy, 1, to );
                final_second = &item_at( dummy, 0, to );
                break;
            case REMOVE_1ST_ADD_1ST:
                move_item( dummy, 0, from, to );
                final_first = &item_at( dummy, 1, to );
                final_second = &item_at( dummy, 0, to );
                break;
            default:
                FAIL( "unimplemented" );
                break;
        }

        invlet_state final_first_invlet_state = check_invlet( dummy, *final_first, invlet ),
                     final_second_invlet_state = check_invlet( dummy, *final_second, invlet );

        INFO( test_action_desc( action, from, to, first_invlet_state, second_invlet_state,
                                expected_first_invlet_state, expected_second_invlet_state, final_first_invlet_state,
                                final_second_invlet_state ) );
        REQUIRE( final_first->typeId() == tshirt.typeId() );
        REQUIRE( final_second->typeId() == jeans.typeId() );
        CHECK( final_first_invlet_state == expected_first_invlet_state );
        CHECK( final_second_invlet_state == expected_second_invlet_state );

        // clear invlets
        assign_invlet( dummy, *final_first, invlet, NONE );
        assign_invlet( dummy, *final_second, invlet, NONE );
    }
}