mirror of
https://github.com/diasurgical/DevilutionX.git
synced 2026-10-11 22:29:54 +00:00
Add panel and store transaction tests with UI test fixture (#8528)
Signed-off-by: staphen <[email protected]> Co-authored-by: staphen <[email protected]>
This commit is contained in:
@@ -38,6 +38,9 @@ set(tests
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townerdat_test
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writehero_test
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vendor_test
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panel_state_test
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store_transaction_test
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visual_store_test
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)
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set(standalone_tests
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codec_test
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@@ -61,9 +61,9 @@ extern OptionalOwnedClxSpriteList GoldBoxBuffer;
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extern bool MainPanelFlag;
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extern bool ChatFlag;
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extern bool SpellbookFlag;
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extern bool CharFlag;
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extern bool SpellSelectFlag;
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extern DVL_API_FOR_TEST bool SpellbookFlag;
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extern DVL_API_FOR_TEST bool CharFlag;
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extern DVL_API_FOR_TEST bool SpellSelectFlag;
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[[nodiscard]] const Rectangle &GetMainPanel();
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[[nodiscard]] const Rectangle &GetLeftPanel();
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@@ -3,6 +3,7 @@
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#include <cstdint>
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#include "controls/controller_buttons.h"
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#include "utils/attributes.h"
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namespace devilution {
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@@ -13,7 +14,7 @@ enum class ControlTypes : uint8_t {
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VirtualGamepad,
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};
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extern ControlTypes ControlMode;
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extern DVL_API_FOR_TEST ControlTypes ControlMode;
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/**
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* @brief Controlling device type.
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+1
-1
@@ -82,7 +82,7 @@ enum item_color : uint8_t {
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// clang-format on
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};
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extern bool invflag;
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extern DVL_API_FOR_TEST bool invflag;
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extern const Rectangle InvRect[NUM_XY_SLOTS];
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void InvDrawSlotBack(const Surface &out, Point targetPosition, Size size, item_quality itemQuality);
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+2
-1
@@ -7,11 +7,12 @@
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#include "engine/surface.hpp"
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#include "tables/textdat.h"
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#include "utils/attributes.h"
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namespace devilution {
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/** Specify if the quest dialog window is being shown */
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extern bool qtextflag;
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extern DVL_API_FOR_TEST bool qtextflag;
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/**
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* @brief Free the resources used by the quest dialog window
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+3
-2
@@ -13,6 +13,7 @@
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#include "engine/point.hpp"
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#include "engine/points_in_rectangle_range.hpp"
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#include "items.h"
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#include "utils/attributes.h"
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namespace devilution {
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@@ -68,8 +69,8 @@ private:
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constexpr Point InvalidStashPoint { -1, -1 };
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extern bool IsStashOpen;
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extern StashStruct Stash;
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extern DVL_API_FOR_TEST bool IsStashOpen;
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extern DVL_API_FOR_TEST StashStruct Stash;
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extern bool IsWithdrawGoldOpen;
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extern int WithdrawGoldValue;
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@@ -12,6 +12,7 @@
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#include "engine/point.hpp"
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#include "engine/surface.hpp"
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#include "items.h"
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#include "utils/attributes.h"
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namespace devilution {
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@@ -48,10 +49,10 @@ struct VisualStoreState {
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std::vector<VisualStorePage> pages;
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};
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extern bool IsVisualStoreOpen;
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extern VisualStoreState VisualStore;
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extern int16_t pcursstoreitem; // Currently highlighted store item index (-1 if none)
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extern int16_t pcursstorebtn;
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extern DVL_API_FOR_TEST bool IsVisualStoreOpen;
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extern DVL_API_FOR_TEST VisualStoreState VisualStore;
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extern DVL_API_FOR_TEST int16_t pcursstoreitem; // Currently highlighted store item index (-1 if none)
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extern DVL_API_FOR_TEST int16_t pcursstorebtn;
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/**
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* @brief Load visual store graphics.
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+1
-1
@@ -106,7 +106,7 @@ struct QuestData {
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std::string _qlstr;
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};
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extern bool QuestLogIsOpen;
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extern DVL_API_FOR_TEST bool QuestLogIsOpen;
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extern OptionalOwnedClxSpriteList pQLogCel;
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extern DVL_API_FOR_TEST Quest Quests[MAXQUESTS];
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extern Point ReturnLvlPosition;
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+13
-14
@@ -55,6 +55,19 @@ StaticVector<Item, NumWitchItemsHf> WitchItems;
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int BoyItemLevel;
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Item BoyItem;
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/** Remember currently selected text line from TextLine while displaying a dialog */
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int OldTextLine;
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/** Currently selected text line from TextLine */
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int CurrentTextLine;
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/** Remember last scroll position */
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int OldScrollPos;
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/** Scroll position */
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int ScrollPos;
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/** Remember current store while displaying a dialog */
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TalkID OldActiveStore;
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/** Temporary item used to hold the item being traded */
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Item TempItem;
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namespace {
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/** The current towner being interacted with */
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@@ -65,10 +78,6 @@ bool IsTextFullSize;
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/** Number of text lines in the current dialog */
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int NumTextLines;
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/** Remember currently selected text line from TextLine while displaying a dialog */
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int OldTextLine;
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/** Currently selected text line from TextLine */
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int CurrentTextLine;
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struct STextStruct {
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enum Type : uint8_t {
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@@ -110,10 +119,6 @@ bool RenderGold;
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/** Does the current panel have a scrollbar */
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bool HasScrollbar;
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/** Remember last scroll position */
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int OldScrollPos;
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/** Scroll position */
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int ScrollPos;
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/** Next scroll position */
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int NextScrollPos;
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/** Previous scroll position */
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@@ -123,12 +128,6 @@ int8_t CountdownScrollUp;
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/** Countdown for the push state of the scroll down button */
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int8_t CountdownScrollDown;
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/** Remember current store while displaying a dialog */
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TalkID OldActiveStore;
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/** Temporary item used to hold the item being traded */
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Item TempItem;
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/** Maps from towner IDs to NPC names. */
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const char *const TownerNames[] = {
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N_("Griswold"),
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+16
-3
@@ -64,7 +64,7 @@ enum class TalkID : uint8_t {
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};
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/** Currently active store */
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extern TalkID ActiveStore;
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extern DVL_API_FOR_TEST TalkID ActiveStore;
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/** Current index into PlayerItemIndexes/PlayerItems */
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extern DVL_API_FOR_TEST int CurrentItemIndex;
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@@ -89,9 +89,22 @@ extern DVL_API_FOR_TEST StaticVector<Item, NumHealerItemsHf> HealerItems;
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extern DVL_API_FOR_TEST StaticVector<Item, NumWitchItemsHf> WitchItems;
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/** Current level of the item sold by Wirt */
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extern int BoyItemLevel;
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extern DVL_API_FOR_TEST int BoyItemLevel;
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/** Current item sold by Wirt */
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extern Item BoyItem;
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extern DVL_API_FOR_TEST Item BoyItem;
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/** Currently selected text line from TextLine */
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extern DVL_API_FOR_TEST int CurrentTextLine;
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/** Remember currently selected text line from TextLine while displaying a dialog */
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extern DVL_API_FOR_TEST int OldTextLine;
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/** Scroll position */
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extern DVL_API_FOR_TEST int ScrollPos;
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/** Remember last scroll position */
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extern DVL_API_FOR_TEST int OldScrollPos;
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/** Remember current store while displaying a dialog */
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extern DVL_API_FOR_TEST TalkID OldActiveStore;
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/** Temporary item used to hold the item being traded */
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extern DVL_API_FOR_TEST Item TempItem;
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void AddStoreHoldRepair(Item *itm, int8_t i);
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@@ -0,0 +1,624 @@
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/**
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* @file panel_state_test.cpp
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*
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* Tests for the panel state machine — the mutual-exclusion and toggle rules
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* that govern which side panels (inventory, spellbook, character sheet,
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* quest log, stash, visual store) can be open simultaneously.
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*
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* These tests call the same functions the keymapper invokes (or their
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* constituent parts where the top-level function lacks a header declaration).
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* Assertions are purely on boolean panel-state flags, making them resilient
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* to rendering, layout, or widget-tree refactors.
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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 "inv.h"
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#include "options.h"
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#include "panels/spell_list.hpp"
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#include "qol/stash.h"
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#include "qol/visual_store.h"
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#include "quests.h"
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#include "stores.h"
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namespace devilution {
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namespace {
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// ---------------------------------------------------------------------------
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// The *KeyPressed() functions in diablo.cpp have no header declarations.
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// Rather than modifying production headers just for tests, we replicate their
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// observable behaviour by toggling the same globals and calling the same
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// sub-functions that *are* declared in public headers.
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//
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// Each helper here is a faithful mirror of the corresponding function in
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// diablo.cpp, minus the CanPanelsCoverView()/SetCursorPos() cursor-
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// repositioning logic that is irrelevant in headless mode.
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// ---------------------------------------------------------------------------
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/// Mirror of InventoryKeyPressed() (Source/diablo.cpp).
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void DoInventoryKeyPress()
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{
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if (IsPlayerInStore())
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return;
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invflag = !invflag;
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SpellbookFlag = false;
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CloseStash();
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if (IsVisualStoreOpen)
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CloseVisualStore();
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}
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/// Mirror of SpellBookKeyPressed() (Source/diablo.cpp).
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void DoSpellBookKeyPress()
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{
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if (IsPlayerInStore())
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return;
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SpellbookFlag = !SpellbookFlag;
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CloseInventory(); // closes stash, visual store, and sets invflag=false
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}
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/// Mirror of CharacterSheetKeyPressed() (Source/diablo.cpp).
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void DoCharacterSheetKeyPress()
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{
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if (IsPlayerInStore())
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return;
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ToggleCharPanel(); // OpenCharPanel closes quest log, stash, visual store
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}
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/// Mirror of QuestLogKeyPressed() (Source/diablo.cpp).
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void DoQuestLogKeyPress()
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{
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if (IsPlayerInStore())
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return;
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if (!QuestLogIsOpen) {
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StartQuestlog();
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} else {
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QuestLogIsOpen = false;
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}
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CloseCharPanel();
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CloseStash();
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if (IsVisualStoreOpen)
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CloseVisualStore();
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}
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/// Mirror of DisplaySpellsKeyPressed() (Source/diablo.cpp).
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void DoDisplaySpellsKeyPress()
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{
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if (IsPlayerInStore())
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return;
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CloseCharPanel();
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QuestLogIsOpen = false;
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CloseInventory();
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SpellbookFlag = false;
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if (!SpellSelectFlag) {
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DoSpeedBook();
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} else {
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SpellSelectFlag = false;
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}
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}
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// ---------------------------------------------------------------------------
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// Test fixture
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// ---------------------------------------------------------------------------
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class PanelStateTest : 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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// Initialise quests so StartQuestlog() doesn't crash.
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InitQuests();
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}
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};
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// ===== Basic toggle tests =================================================
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TEST_F(PanelStateTest, InventoryTogglesOnAndOff)
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{
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ASSERT_FALSE(invflag);
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DoInventoryKeyPress();
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EXPECT_TRUE(invflag);
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DoInventoryKeyPress();
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EXPECT_FALSE(invflag);
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}
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TEST_F(PanelStateTest, SpellBookTogglesOnAndOff)
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{
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ASSERT_FALSE(SpellbookFlag);
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DoSpellBookKeyPress();
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EXPECT_TRUE(SpellbookFlag);
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DoSpellBookKeyPress();
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EXPECT_FALSE(SpellbookFlag);
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}
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TEST_F(PanelStateTest, CharacterSheetTogglesOnAndOff)
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{
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ASSERT_FALSE(CharFlag);
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DoCharacterSheetKeyPress();
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EXPECT_TRUE(CharFlag);
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DoCharacterSheetKeyPress();
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EXPECT_FALSE(CharFlag);
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}
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TEST_F(PanelStateTest, QuestLogTogglesOnAndOff)
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{
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ASSERT_FALSE(QuestLogIsOpen);
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DoQuestLogKeyPress();
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EXPECT_TRUE(QuestLogIsOpen);
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DoQuestLogKeyPress();
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EXPECT_FALSE(QuestLogIsOpen);
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}
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// ===== Right-panel mutual exclusion (inventory vs spellbook) ==============
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TEST_F(PanelStateTest, OpeningInventoryClosesSpellBook)
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{
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DoSpellBookKeyPress();
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ASSERT_TRUE(SpellbookFlag);
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DoInventoryKeyPress();
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EXPECT_TRUE(invflag);
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EXPECT_FALSE(SpellbookFlag) << "Opening inventory must close spellbook";
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}
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TEST_F(PanelStateTest, OpeningSpellBookClosesInventory)
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{
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DoInventoryKeyPress();
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ASSERT_TRUE(invflag);
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DoSpellBookKeyPress();
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EXPECT_TRUE(SpellbookFlag);
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EXPECT_FALSE(invflag) << "Opening spellbook must close inventory";
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}
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// ===== Left-panel mutual exclusion (character sheet vs quest log) ==========
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TEST_F(PanelStateTest, OpeningCharSheetClosesQuestLog)
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{
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DoQuestLogKeyPress();
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ASSERT_TRUE(QuestLogIsOpen);
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DoCharacterSheetKeyPress();
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EXPECT_TRUE(CharFlag);
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EXPECT_FALSE(QuestLogIsOpen) << "Opening character sheet must close quest log";
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}
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TEST_F(PanelStateTest, OpeningQuestLogClosesCharSheet)
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{
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DoCharacterSheetKeyPress();
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ASSERT_TRUE(CharFlag);
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DoQuestLogKeyPress();
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EXPECT_TRUE(QuestLogIsOpen);
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EXPECT_FALSE(CharFlag) << "Opening quest log must close character sheet";
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}
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// ===== Cross-side independence =============================================
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// Left-side panels should NOT close right-side panels and vice versa.
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TEST_F(PanelStateTest, InventoryDoesNotCloseCharSheet)
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{
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DoCharacterSheetKeyPress();
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ASSERT_TRUE(CharFlag);
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DoInventoryKeyPress();
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EXPECT_TRUE(invflag);
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EXPECT_TRUE(CharFlag) << "Inventory (right) must not close char sheet (left)";
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}
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TEST_F(PanelStateTest, CharSheetDoesNotCloseInventory)
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{
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DoInventoryKeyPress();
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ASSERT_TRUE(invflag);
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DoCharacterSheetKeyPress();
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EXPECT_TRUE(CharFlag);
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EXPECT_TRUE(invflag) << "Char sheet (left) must not close inventory (right)";
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}
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TEST_F(PanelStateTest, SpellBookDoesNotCloseQuestLog)
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{
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DoQuestLogKeyPress();
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ASSERT_TRUE(QuestLogIsOpen);
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DoSpellBookKeyPress();
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EXPECT_TRUE(SpellbookFlag);
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EXPECT_TRUE(QuestLogIsOpen) << "Spellbook (right) must not close quest log (left)";
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}
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TEST_F(PanelStateTest, QuestLogDoesNotCloseSpellBook)
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{
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DoSpellBookKeyPress();
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ASSERT_TRUE(SpellbookFlag);
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DoQuestLogKeyPress();
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EXPECT_TRUE(QuestLogIsOpen);
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EXPECT_TRUE(SpellbookFlag) << "Quest log (left) must not close spellbook (right)";
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}
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// ===== Both sides open at once =============================================
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TEST_F(PanelStateTest, CanOpenBothSidesSimultaneously)
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{
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DoInventoryKeyPress();
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DoCharacterSheetKeyPress();
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EXPECT_TRUE(invflag);
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EXPECT_TRUE(CharFlag);
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EXPECT_TRUE(IsRightPanelOpen());
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EXPECT_TRUE(IsLeftPanelOpen());
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}
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TEST_F(PanelStateTest, SpellBookAndQuestLogBothOpen)
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{
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DoSpellBookKeyPress();
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DoQuestLogKeyPress();
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EXPECT_TRUE(SpellbookFlag);
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EXPECT_TRUE(QuestLogIsOpen);
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EXPECT_TRUE(IsRightPanelOpen());
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EXPECT_TRUE(IsLeftPanelOpen());
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}
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// ===== Rapid cycling =======================================================
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TEST_F(PanelStateTest, RapidRightPanelCycling)
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{
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DoInventoryKeyPress();
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EXPECT_TRUE(invflag);
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EXPECT_FALSE(SpellbookFlag);
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DoSpellBookKeyPress();
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EXPECT_FALSE(invflag);
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EXPECT_TRUE(SpellbookFlag);
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DoInventoryKeyPress();
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EXPECT_TRUE(invflag);
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EXPECT_FALSE(SpellbookFlag);
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DoSpellBookKeyPress();
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EXPECT_FALSE(invflag);
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EXPECT_TRUE(SpellbookFlag);
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DoSpellBookKeyPress(); // toggle off
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EXPECT_FALSE(invflag);
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EXPECT_FALSE(SpellbookFlag);
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}
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TEST_F(PanelStateTest, RapidLeftPanelCycling)
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{
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DoCharacterSheetKeyPress();
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EXPECT_TRUE(CharFlag);
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EXPECT_FALSE(QuestLogIsOpen);
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DoQuestLogKeyPress();
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EXPECT_FALSE(CharFlag);
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||||
EXPECT_TRUE(QuestLogIsOpen);
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DoCharacterSheetKeyPress();
|
||||
EXPECT_TRUE(CharFlag);
|
||||
EXPECT_FALSE(QuestLogIsOpen);
|
||||
|
||||
DoQuestLogKeyPress();
|
||||
EXPECT_FALSE(CharFlag);
|
||||
EXPECT_TRUE(QuestLogIsOpen);
|
||||
|
||||
DoQuestLogKeyPress(); // toggle off
|
||||
EXPECT_FALSE(CharFlag);
|
||||
EXPECT_FALSE(QuestLogIsOpen);
|
||||
}
|
||||
|
||||
// ===== IsLeftPanelOpen / IsRightPanelOpen helpers ==========================
|
||||
|
||||
TEST_F(PanelStateTest, IsLeftPanelOpenReflectsCharFlag)
|
||||
{
|
||||
EXPECT_FALSE(IsLeftPanelOpen());
|
||||
DoCharacterSheetKeyPress();
|
||||
EXPECT_TRUE(IsLeftPanelOpen());
|
||||
DoCharacterSheetKeyPress();
|
||||
EXPECT_FALSE(IsLeftPanelOpen());
|
||||
}
|
||||
|
||||
TEST_F(PanelStateTest, IsLeftPanelOpenReflectsQuestLog)
|
||||
{
|
||||
EXPECT_FALSE(IsLeftPanelOpen());
|
||||
DoQuestLogKeyPress();
|
||||
EXPECT_TRUE(IsLeftPanelOpen());
|
||||
DoQuestLogKeyPress();
|
||||
EXPECT_FALSE(IsLeftPanelOpen());
|
||||
}
|
||||
|
||||
TEST_F(PanelStateTest, IsRightPanelOpenReflectsInventory)
|
||||
{
|
||||
EXPECT_FALSE(IsRightPanelOpen());
|
||||
DoInventoryKeyPress();
|
||||
EXPECT_TRUE(IsRightPanelOpen());
|
||||
DoInventoryKeyPress();
|
||||
EXPECT_FALSE(IsRightPanelOpen());
|
||||
}
|
||||
|
||||
TEST_F(PanelStateTest, IsRightPanelOpenReflectsSpellbook)
|
||||
{
|
||||
EXPECT_FALSE(IsRightPanelOpen());
|
||||
DoSpellBookKeyPress();
|
||||
EXPECT_TRUE(IsRightPanelOpen());
|
||||
DoSpellBookKeyPress();
|
||||
EXPECT_FALSE(IsRightPanelOpen());
|
||||
}
|
||||
|
||||
// ===== Stash interactions ==================================================
|
||||
|
||||
TEST_F(PanelStateTest, IsLeftPanelOpenReflectsStash)
|
||||
{
|
||||
EXPECT_FALSE(IsLeftPanelOpen());
|
||||
IsStashOpen = true;
|
||||
EXPECT_TRUE(IsLeftPanelOpen());
|
||||
IsStashOpen = false;
|
||||
EXPECT_FALSE(IsLeftPanelOpen());
|
||||
}
|
||||
|
||||
TEST_F(PanelStateTest, OpeningInventoryClosesStash)
|
||||
{
|
||||
IsStashOpen = true;
|
||||
ASSERT_TRUE(IsLeftPanelOpen());
|
||||
|
||||
DoInventoryKeyPress();
|
||||
EXPECT_TRUE(invflag);
|
||||
EXPECT_FALSE(IsStashOpen) << "Opening inventory must close stash";
|
||||
}
|
||||
|
||||
TEST_F(PanelStateTest, OpeningQuestLogClosesStash)
|
||||
{
|
||||
IsStashOpen = true;
|
||||
ASSERT_TRUE(IsLeftPanelOpen());
|
||||
|
||||
DoQuestLogKeyPress();
|
||||
EXPECT_TRUE(QuestLogIsOpen);
|
||||
EXPECT_FALSE(IsStashOpen) << "Opening quest log must close stash";
|
||||
}
|
||||
|
||||
TEST_F(PanelStateTest, OpeningCharSheetClosesStash)
|
||||
{
|
||||
IsStashOpen = true;
|
||||
ASSERT_TRUE(IsLeftPanelOpen());
|
||||
|
||||
DoCharacterSheetKeyPress();
|
||||
EXPECT_TRUE(CharFlag);
|
||||
EXPECT_FALSE(IsStashOpen) << "Opening character sheet must close stash";
|
||||
}
|
||||
|
||||
// ===== Store blocks panel toggling =========================================
|
||||
|
||||
TEST_F(PanelStateTest, InventoryBlockedWhileInStore)
|
||||
{
|
||||
ActiveStore = TalkID::Smith;
|
||||
ASSERT_TRUE(IsPlayerInStore());
|
||||
|
||||
DoInventoryKeyPress();
|
||||
EXPECT_FALSE(invflag) << "Inventory toggle must be blocked while in store";
|
||||
}
|
||||
|
||||
TEST_F(PanelStateTest, SpellBookBlockedWhileInStore)
|
||||
{
|
||||
ActiveStore = TalkID::Witch;
|
||||
ASSERT_TRUE(IsPlayerInStore());
|
||||
|
||||
DoSpellBookKeyPress();
|
||||
EXPECT_FALSE(SpellbookFlag) << "Spellbook toggle must be blocked while in store";
|
||||
}
|
||||
|
||||
TEST_F(PanelStateTest, CharSheetBlockedWhileInStore)
|
||||
{
|
||||
ActiveStore = TalkID::Healer;
|
||||
ASSERT_TRUE(IsPlayerInStore());
|
||||
|
||||
DoCharacterSheetKeyPress();
|
||||
EXPECT_FALSE(CharFlag) << "Char sheet toggle must be blocked while in store";
|
||||
}
|
||||
|
||||
TEST_F(PanelStateTest, QuestLogBlockedWhileInStore)
|
||||
{
|
||||
ActiveStore = TalkID::Storyteller;
|
||||
ASSERT_TRUE(IsPlayerInStore());
|
||||
|
||||
DoQuestLogKeyPress();
|
||||
EXPECT_FALSE(QuestLogIsOpen) << "Quest log toggle must be blocked while in store";
|
||||
}
|
||||
|
||||
TEST_F(PanelStateTest, DisplaySpellsBlockedWhileInStore)
|
||||
{
|
||||
ActiveStore = TalkID::Smith;
|
||||
ASSERT_TRUE(IsPlayerInStore());
|
||||
|
||||
DoDisplaySpellsKeyPress();
|
||||
// The key observation is that nothing should change — no panels opened.
|
||||
EXPECT_FALSE(SpellSelectFlag);
|
||||
}
|
||||
|
||||
// ===== DisplaySpells (speed book) ==========================================
|
||||
|
||||
TEST_F(PanelStateTest, DisplaySpellsClosesAllPanels)
|
||||
{
|
||||
DoInventoryKeyPress();
|
||||
DoCharacterSheetKeyPress();
|
||||
ASSERT_TRUE(invflag);
|
||||
ASSERT_TRUE(CharFlag);
|
||||
|
||||
DoDisplaySpellsKeyPress();
|
||||
EXPECT_FALSE(invflag) << "Display spells must close inventory";
|
||||
EXPECT_FALSE(SpellbookFlag) << "Display spells must close spellbook";
|
||||
EXPECT_FALSE(CharFlag) << "Display spells must close character sheet";
|
||||
EXPECT_FALSE(QuestLogIsOpen) << "Display spells must close quest log";
|
||||
}
|
||||
|
||||
// ===== Complex multi-step scenarios ========================================
|
||||
|
||||
TEST_F(PanelStateTest, FullPanelWorkflow)
|
||||
{
|
||||
// Open inventory
|
||||
DoInventoryKeyPress();
|
||||
EXPECT_TRUE(invflag);
|
||||
EXPECT_FALSE(SpellbookFlag);
|
||||
|
||||
// Open character sheet alongside
|
||||
DoCharacterSheetKeyPress();
|
||||
EXPECT_TRUE(invflag);
|
||||
EXPECT_TRUE(CharFlag);
|
||||
|
||||
// Switch right panel to spellbook (closes inventory)
|
||||
DoSpellBookKeyPress();
|
||||
EXPECT_FALSE(invflag);
|
||||
EXPECT_TRUE(SpellbookFlag);
|
||||
EXPECT_TRUE(CharFlag); // left panel unaffected
|
||||
|
||||
// Switch left panel to quest log (closes char sheet)
|
||||
DoQuestLogKeyPress();
|
||||
EXPECT_TRUE(SpellbookFlag); // right panel unaffected
|
||||
EXPECT_FALSE(CharFlag);
|
||||
EXPECT_TRUE(QuestLogIsOpen);
|
||||
|
||||
// Close everything with display spells
|
||||
DoDisplaySpellsKeyPress();
|
||||
EXPECT_FALSE(invflag);
|
||||
EXPECT_FALSE(SpellbookFlag);
|
||||
EXPECT_FALSE(CharFlag);
|
||||
EXPECT_FALSE(QuestLogIsOpen);
|
||||
}
|
||||
|
||||
TEST_F(PanelStateTest, StorePreventsAllToggles)
|
||||
{
|
||||
ActiveStore = TalkID::SmithBuy;
|
||||
ASSERT_TRUE(IsPlayerInStore());
|
||||
|
||||
DoInventoryKeyPress();
|
||||
DoSpellBookKeyPress();
|
||||
DoCharacterSheetKeyPress();
|
||||
DoQuestLogKeyPress();
|
||||
DoDisplaySpellsKeyPress();
|
||||
|
||||
EXPECT_FALSE(invflag);
|
||||
EXPECT_FALSE(SpellbookFlag);
|
||||
EXPECT_FALSE(CharFlag);
|
||||
EXPECT_FALSE(QuestLogIsOpen);
|
||||
EXPECT_FALSE(SpellSelectFlag);
|
||||
}
|
||||
|
||||
TEST_F(PanelStateTest, PanelsWorkAfterStoreCloses)
|
||||
{
|
||||
// Open store, try to open panels (should be blocked), then close store.
|
||||
ActiveStore = TalkID::Smith;
|
||||
DoInventoryKeyPress();
|
||||
EXPECT_FALSE(invflag);
|
||||
|
||||
// Close the store.
|
||||
ActiveStore = TalkID::None;
|
||||
ASSERT_FALSE(IsPlayerInStore());
|
||||
|
||||
// Now panels should work again.
|
||||
DoInventoryKeyPress();
|
||||
EXPECT_TRUE(invflag);
|
||||
|
||||
DoCharacterSheetKeyPress();
|
||||
EXPECT_TRUE(CharFlag);
|
||||
}
|
||||
|
||||
// ===== Edge cases ==========================================================
|
||||
|
||||
TEST_F(PanelStateTest, NoPanelsOpenInitially)
|
||||
{
|
||||
EXPECT_FALSE(invflag);
|
||||
EXPECT_FALSE(SpellbookFlag);
|
||||
EXPECT_FALSE(CharFlag);
|
||||
EXPECT_FALSE(QuestLogIsOpen);
|
||||
EXPECT_FALSE(SpellSelectFlag);
|
||||
EXPECT_FALSE(IsStashOpen);
|
||||
EXPECT_FALSE(IsVisualStoreOpen);
|
||||
EXPECT_FALSE(IsLeftPanelOpen());
|
||||
EXPECT_FALSE(IsRightPanelOpen());
|
||||
}
|
||||
|
||||
TEST_F(PanelStateTest, ToggleSamePanelTwiceReturnsToOriginal)
|
||||
{
|
||||
// Double-toggle each panel — should end up closed.
|
||||
DoInventoryKeyPress();
|
||||
DoInventoryKeyPress();
|
||||
EXPECT_FALSE(invflag);
|
||||
|
||||
DoSpellBookKeyPress();
|
||||
DoSpellBookKeyPress();
|
||||
EXPECT_FALSE(SpellbookFlag);
|
||||
|
||||
DoCharacterSheetKeyPress();
|
||||
DoCharacterSheetKeyPress();
|
||||
EXPECT_FALSE(CharFlag);
|
||||
|
||||
DoQuestLogKeyPress();
|
||||
DoQuestLogKeyPress();
|
||||
EXPECT_FALSE(QuestLogIsOpen);
|
||||
}
|
||||
|
||||
TEST_F(PanelStateTest, OpeningSpellBookClosesStash)
|
||||
{
|
||||
IsStashOpen = true;
|
||||
ASSERT_TRUE(IsLeftPanelOpen());
|
||||
|
||||
// Spellbook is a right-side panel, but CloseInventory() (called inside
|
||||
// SpellBookKeyPressed) also closes the stash.
|
||||
DoSpellBookKeyPress();
|
||||
EXPECT_TRUE(SpellbookFlag);
|
||||
EXPECT_FALSE(IsStashOpen) << "Opening spellbook calls CloseInventory which closes stash";
|
||||
}
|
||||
|
||||
TEST_F(PanelStateTest, MultipleStoreTypesAllBlockPanels)
|
||||
{
|
||||
// Verify a selection of different TalkID values all count as "in store".
|
||||
const TalkID stores[] = {
|
||||
TalkID::Smith,
|
||||
TalkID::SmithBuy,
|
||||
TalkID::SmithSell,
|
||||
TalkID::SmithRepair,
|
||||
TalkID::Witch,
|
||||
TalkID::WitchBuy,
|
||||
TalkID::Boy,
|
||||
TalkID::BoyBuy,
|
||||
TalkID::Healer,
|
||||
TalkID::HealerBuy,
|
||||
TalkID::Storyteller,
|
||||
TalkID::StorytellerIdentify,
|
||||
TalkID::SmithPremiumBuy,
|
||||
TalkID::Confirm,
|
||||
TalkID::NoMoney,
|
||||
TalkID::NoRoom,
|
||||
TalkID::Gossip,
|
||||
TalkID::Tavern,
|
||||
TalkID::Drunk,
|
||||
TalkID::Barmaid,
|
||||
};
|
||||
|
||||
for (TalkID store : stores) {
|
||||
CloseAllPanels();
|
||||
ActiveStore = store;
|
||||
ASSERT_TRUE(IsPlayerInStore())
|
||||
<< "TalkID value " << static_cast<int>(store) << " should count as in-store";
|
||||
|
||||
DoInventoryKeyPress();
|
||||
EXPECT_FALSE(invflag)
|
||||
<< "Inventory should be blocked for TalkID " << static_cast<int>(store);
|
||||
|
||||
ActiveStore = TalkID::None;
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace
|
||||
} // namespace devilution
|
||||
@@ -0,0 +1,932 @@
|
||||
/**
|
||||
* @file store_transaction_test.cpp
|
||||
*
|
||||
* End-to-end tests for text-based store transactions.
|
||||
*
|
||||
* These tests drive the store state machine through its TalkID transitions
|
||||
* (StartStore → browse items → select → Confirm → commit) and assert only
|
||||
* on **game state outcomes**: player gold, inventory contents, item
|
||||
* properties, vendor inventory changes.
|
||||
*
|
||||
* No assertions are made on text lines, rendering, or UI layout — so these
|
||||
* tests remain valid when the text-based store is replaced with a new UI,
|
||||
* provided the replacement exposes equivalent "buy / sell / repair / identify
|
||||
* / recharge" entry points with the same game-state semantics.
|
||||
*
|
||||
* The store state machine works as follows:
|
||||
* - StartStore(TalkID) sets up the text UI and sets ActiveStore at the end.
|
||||
* - StoreEnter() dispatches on ActiveStore to the appropriate *Enter() fn.
|
||||
* - *Enter() functions check CurrentTextLine to decide what action to take:
|
||||
* - For item lists, item index = ScrollPos + ((CurrentTextLine - 5) / 4)
|
||||
* where 5 is PreviousScrollPos (set by ScrollVendorStore).
|
||||
* - For confirmations, line 18 = Yes, line 20 = No.
|
||||
* - On buy: checks afford → checks room → copies to TempItem → Confirm.
|
||||
* - ConfirmEnter dispatches to the actual transaction function on Yes.
|
||||
*/
|
||||
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include "ui_test.hpp"
|
||||
|
||||
#include "control/control.hpp"
|
||||
#include "engine/random.hpp"
|
||||
#include "inv.h"
|
||||
#include "items.h"
|
||||
#include "minitext.h"
|
||||
#include "options.h"
|
||||
#include "player.h"
|
||||
#include "qol/stash.h"
|
||||
#include "quests.h"
|
||||
#include "stores.h"
|
||||
#include "storm/storm_net.hpp"
|
||||
#include "tables/itemdat.h"
|
||||
#include "tables/playerdat.hpp"
|
||||
#include "tables/spelldat.h"
|
||||
|
||||
namespace devilution {
|
||||
namespace {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Helpers to drive the store state machine at a high level.
|
||||
//
|
||||
// These abstract over the text-line / scroll-position encoding so that
|
||||
// tests read as "select item 0, confirm yes" rather than
|
||||
// "set CurrentTextLine=5, ScrollPos=0, call StoreEnter, ...".
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* @brief Open a vendor's top-level menu.
|
||||
*
|
||||
* Equivalent to the player clicking on a towner NPC.
|
||||
*/
|
||||
void OpenVendor(TalkID vendor)
|
||||
{
|
||||
StartStore(vendor);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief In a top-level vendor menu, select a menu option by its text line.
|
||||
*
|
||||
* The line numbers are fixed by the Start*() functions:
|
||||
* Smith: 12=Buy, 14=Premium, 16=Sell, 18=Repair, 20=Leave
|
||||
* Witch: 12=Talk, 14=Buy, 16=Sell, 18=Recharge, 20=Leave
|
||||
* Healer: 12=Talk, 14=Buy, 18=Leave
|
||||
* Storyteller: 12=Talk, 14=Identify, 18=Leave
|
||||
* Boy: 18=What have you got? (if item exists)
|
||||
*/
|
||||
void SelectMenuLine(int line)
|
||||
{
|
||||
CurrentTextLine = line;
|
||||
StoreEnter();
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief In an item list (buy/sell/repair/identify/recharge), select item
|
||||
* at the given 0-based index.
|
||||
*
|
||||
* The store text layout puts items starting at line 5 (PreviousScrollPos),
|
||||
* with each item taking 4 lines. So item N is at line 5 + N*4 when
|
||||
* ScrollPos is 0.
|
||||
*/
|
||||
void SelectItemAtIndex(int itemIndex)
|
||||
{
|
||||
ScrollPos = 0;
|
||||
CurrentTextLine = 5 + itemIndex * 4;
|
||||
StoreEnter();
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Confirm a pending transaction (press "Yes" in the Confirm dialog).
|
||||
*
|
||||
* Precondition: ActiveStore == TalkID::Confirm.
|
||||
*/
|
||||
void ConfirmYes()
|
||||
{
|
||||
CurrentTextLine = 18;
|
||||
StoreEnter();
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Decline a pending transaction (press "No" in the Confirm dialog).
|
||||
*
|
||||
* Precondition: ActiveStore == TalkID::Confirm.
|
||||
*/
|
||||
void ConfirmNo()
|
||||
{
|
||||
CurrentTextLine = 20;
|
||||
StoreEnter();
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Test fixture
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
class StoreTransactionTest : public UITest {
|
||||
protected:
|
||||
void SetUp() override
|
||||
{
|
||||
UITest::SetUp();
|
||||
|
||||
// Seed the RNG for deterministic item generation.
|
||||
SetRndSeed(42);
|
||||
|
||||
// Make sure visualStoreUI is off (the base fixture does this too,
|
||||
// but be explicit).
|
||||
GetOptions().Gameplay.visualStoreUI.SetValue(false);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Populate all town vendors with items appropriate for a level-25 player.
|
||||
*
|
||||
* Must be called after SetUp() and after any adjustments to player level.
|
||||
*/
|
||||
void PopulateVendors()
|
||||
{
|
||||
SetRndSeed(42);
|
||||
int l = 16; // max store level
|
||||
SpawnSmith(l);
|
||||
SpawnWitch(l);
|
||||
SpawnHealer(l);
|
||||
SpawnBoy(MyPlayer->getCharacterLevel());
|
||||
SpawnPremium(*MyPlayer);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Create a simple melee weapon item suitable for selling to the smith.
|
||||
*/
|
||||
Item MakeSellableSword()
|
||||
{
|
||||
Item item {};
|
||||
InitializeItem(item, IDI_BARDSWORD);
|
||||
item._iIdentified = true;
|
||||
return item;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Create a magic item that is unidentified (for Cain tests).
|
||||
*/
|
||||
Item MakeUnidentifiedMagicItem()
|
||||
{
|
||||
Item item {};
|
||||
InitializeItem(item, IDI_BARDSWORD);
|
||||
item._iMagical = ITEM_QUALITY_MAGIC;
|
||||
item._iIdentified = false;
|
||||
item._iIvalue = 2000;
|
||||
item._ivalue = 2000;
|
||||
return item;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Create a damaged item suitable for repair at the smith.
|
||||
*/
|
||||
Item MakeDamagedSword()
|
||||
{
|
||||
Item item {};
|
||||
InitializeItem(item, IDI_BARDSWORD);
|
||||
item._iIdentified = true;
|
||||
item._iMaxDur = 40;
|
||||
item._iDurability = 10;
|
||||
item._ivalue = 2000;
|
||||
item._iIvalue = 2000;
|
||||
item._itype = ItemType::Sword;
|
||||
return item;
|
||||
}
|
||||
};
|
||||
|
||||
// ===========================================================================
|
||||
// Level A: Transaction primitive tests (completely UI-agnostic)
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(StoreTransactionTest, PlayerCanAfford_SufficientGold)
|
||||
{
|
||||
SetPlayerGold(10000);
|
||||
EXPECT_TRUE(PlayerCanAfford(5000));
|
||||
EXPECT_TRUE(PlayerCanAfford(10000));
|
||||
}
|
||||
|
||||
TEST_F(StoreTransactionTest, PlayerCanAfford_InsufficientGold)
|
||||
{
|
||||
SetPlayerGold(1000);
|
||||
EXPECT_FALSE(PlayerCanAfford(5000));
|
||||
}
|
||||
|
||||
TEST_F(StoreTransactionTest, PlayerCanAfford_IncludesStashGold)
|
||||
{
|
||||
SetPlayerGold(2000);
|
||||
Stash.gold = 3000;
|
||||
EXPECT_TRUE(PlayerCanAfford(5000));
|
||||
EXPECT_TRUE(PlayerCanAfford(4999));
|
||||
EXPECT_FALSE(PlayerCanAfford(5001));
|
||||
}
|
||||
|
||||
TEST_F(StoreTransactionTest, TakePlrsMoney_DeductsFromInventory)
|
||||
{
|
||||
SetPlayerGold(10000);
|
||||
int goldBefore = MyPlayer->_pGold;
|
||||
|
||||
TakePlrsMoney(3000);
|
||||
|
||||
EXPECT_EQ(MyPlayer->_pGold, goldBefore - 3000);
|
||||
}
|
||||
|
||||
TEST_F(StoreTransactionTest, TakePlrsMoney_OverflowsToStash)
|
||||
{
|
||||
SetPlayerGold(2000);
|
||||
Stash.gold = 5000;
|
||||
|
||||
TakePlrsMoney(4000);
|
||||
|
||||
// 2000 from inventory + 2000 from stash
|
||||
EXPECT_EQ(MyPlayer->_pGold, 0);
|
||||
EXPECT_EQ(Stash.gold, 3000);
|
||||
}
|
||||
|
||||
TEST_F(StoreTransactionTest, StoreAutoPlace_EmptyInventory)
|
||||
{
|
||||
ClearInventory();
|
||||
ClearBelt();
|
||||
ClearEquipment();
|
||||
|
||||
Item item {};
|
||||
InitializeItem(item, IDI_HEAL);
|
||||
|
||||
// Dry-run: should succeed.
|
||||
EXPECT_TRUE(StoreAutoPlace(item, false));
|
||||
|
||||
// Persist: item should appear in player's inventory/belt/equipment.
|
||||
EXPECT_TRUE(StoreAutoPlace(item, true));
|
||||
}
|
||||
|
||||
TEST_F(StoreTransactionTest, SmithWillBuy_AcceptsMeleeWeapon)
|
||||
{
|
||||
Item sword {};
|
||||
InitializeItem(sword, IDI_BARDSWORD);
|
||||
sword._iIdentified = true;
|
||||
EXPECT_TRUE(SmithWillBuy(sword));
|
||||
}
|
||||
|
||||
TEST_F(StoreTransactionTest, SmithWillBuy_RejectsMiscItems)
|
||||
{
|
||||
Item scroll {};
|
||||
InitializeItem(scroll, IDI_HEAL);
|
||||
EXPECT_FALSE(SmithWillBuy(scroll));
|
||||
}
|
||||
|
||||
TEST_F(StoreTransactionTest, WitchWillBuy_AcceptsStaff)
|
||||
{
|
||||
// Witch buys staves and misc magical items but not most weapons.
|
||||
Item staff {};
|
||||
InitializeItem(staff, IDI_SHORTSTAFF);
|
||||
staff._iIdentified = true;
|
||||
EXPECT_TRUE(WitchWillBuy(staff));
|
||||
}
|
||||
|
||||
TEST_F(StoreTransactionTest, WitchWillBuy_RejectsSword)
|
||||
{
|
||||
Item sword {};
|
||||
InitializeItem(sword, IDI_BARDSWORD);
|
||||
sword._iIdentified = true;
|
||||
EXPECT_FALSE(WitchWillBuy(sword));
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// Level B: End-to-end store flows through the state machine
|
||||
// ===========================================================================
|
||||
|
||||
// ---- Smith Buy ------------------------------------------------------------
|
||||
|
||||
TEST_F(StoreTransactionTest, SmithBuy_Success)
|
||||
{
|
||||
PopulateVendors();
|
||||
ASSERT_FALSE(SmithItems.empty());
|
||||
|
||||
// Record state before the transaction.
|
||||
const int itemPrice = SmithItems[0]._iIvalue;
|
||||
const size_t vendorCountBefore = SmithItems.size();
|
||||
StripPlayer();
|
||||
SetPlayerGold(itemPrice + 1000);
|
||||
|
||||
const int goldBefore = MyPlayer->_pGold;
|
||||
|
||||
// Drive the state machine: open Smith → browse items → select first → confirm.
|
||||
OpenVendor(TalkID::SmithBuy);
|
||||
ASSERT_EQ(ActiveStore, TalkID::SmithBuy);
|
||||
|
||||
SelectItemAtIndex(0);
|
||||
ASSERT_EQ(ActiveStore, TalkID::Confirm)
|
||||
<< "Selecting an affordable item should go to Confirm";
|
||||
|
||||
ConfirmYes();
|
||||
|
||||
// Assertions on game state.
|
||||
EXPECT_EQ(MyPlayer->_pGold, goldBefore - itemPrice)
|
||||
<< "Player gold should decrease by item price";
|
||||
EXPECT_EQ(SmithItems.size(), vendorCountBefore - 1)
|
||||
<< "Purchased item should be removed from vendor inventory";
|
||||
}
|
||||
|
||||
TEST_F(StoreTransactionTest, SmithBuy_CantAfford)
|
||||
{
|
||||
PopulateVendors();
|
||||
ASSERT_FALSE(SmithItems.empty());
|
||||
|
||||
SetPlayerGold(0);
|
||||
Stash.gold = 0;
|
||||
|
||||
OpenVendor(TalkID::SmithBuy);
|
||||
ASSERT_EQ(ActiveStore, TalkID::SmithBuy);
|
||||
|
||||
const size_t vendorCountBefore = SmithItems.size();
|
||||
|
||||
SelectItemAtIndex(0);
|
||||
EXPECT_EQ(ActiveStore, TalkID::NoMoney)
|
||||
<< "Should transition to NoMoney when player can't afford item";
|
||||
EXPECT_EQ(SmithItems.size(), vendorCountBefore)
|
||||
<< "Vendor inventory should be unchanged";
|
||||
}
|
||||
|
||||
TEST_F(StoreTransactionTest, SmithBuy_NoRoom)
|
||||
{
|
||||
PopulateVendors();
|
||||
ASSERT_FALSE(SmithItems.empty());
|
||||
|
||||
// Give the player enough gold but fill the inventory completely.
|
||||
SetPlayerGold(100000);
|
||||
|
||||
// Fill every inventory grid cell, every belt slot, and every equipment slot
|
||||
// so StoreAutoPlace returns false.
|
||||
for (int i = 0; i < InventoryGridCells; i++) {
|
||||
MyPlayer->InvList[i]._itype = ItemType::Misc;
|
||||
MyPlayer->InvGrid[i] = static_cast<int8_t>(i + 1);
|
||||
}
|
||||
MyPlayer->_pNumInv = InventoryGridCells;
|
||||
for (int i = 0; i < MaxBeltItems; i++) {
|
||||
MyPlayer->SpdList[i]._itype = ItemType::Misc;
|
||||
}
|
||||
for (auto &bodyItem : MyPlayer->InvBody) {
|
||||
bodyItem._itype = ItemType::Misc;
|
||||
}
|
||||
|
||||
OpenVendor(TalkID::SmithBuy);
|
||||
ASSERT_EQ(ActiveStore, TalkID::SmithBuy);
|
||||
|
||||
const size_t vendorCountBefore = SmithItems.size();
|
||||
|
||||
SelectItemAtIndex(0);
|
||||
EXPECT_EQ(ActiveStore, TalkID::NoRoom)
|
||||
<< "Should transition to NoRoom when inventory is full";
|
||||
EXPECT_EQ(SmithItems.size(), vendorCountBefore)
|
||||
<< "Vendor inventory should be unchanged";
|
||||
}
|
||||
|
||||
TEST_F(StoreTransactionTest, SmithBuy_ConfirmNo_NoChange)
|
||||
{
|
||||
PopulateVendors();
|
||||
ASSERT_FALSE(SmithItems.empty());
|
||||
|
||||
const int itemPrice = SmithItems[0]._iIvalue;
|
||||
StripPlayer();
|
||||
SetPlayerGold(itemPrice + 1000);
|
||||
|
||||
const int goldBefore = MyPlayer->_pGold;
|
||||
const size_t vendorCountBefore = SmithItems.size();
|
||||
|
||||
OpenVendor(TalkID::SmithBuy);
|
||||
SelectItemAtIndex(0);
|
||||
ASSERT_EQ(ActiveStore, TalkID::Confirm);
|
||||
|
||||
ConfirmNo();
|
||||
|
||||
EXPECT_EQ(MyPlayer->_pGold, goldBefore)
|
||||
<< "Declining should not change gold";
|
||||
EXPECT_EQ(SmithItems.size(), vendorCountBefore)
|
||||
<< "Declining should not remove item from vendor";
|
||||
}
|
||||
|
||||
// ---- Smith Sell -----------------------------------------------------------
|
||||
|
||||
TEST_F(StoreTransactionTest, SmithSell_Success)
|
||||
{
|
||||
StripPlayer();
|
||||
SetPlayerGold(0);
|
||||
|
||||
// Place a sellable sword in the player's inventory.
|
||||
Item sword = MakeSellableSword();
|
||||
int invIdx = PlaceItemInInventory(sword);
|
||||
ASSERT_GE(invIdx, 0);
|
||||
|
||||
ASSERT_EQ(MyPlayer->_pNumInv, 1);
|
||||
|
||||
// Open the sell sub-store directly (Smith menu line 16 → SmithSell).
|
||||
OpenVendor(TalkID::SmithSell);
|
||||
ASSERT_EQ(ActiveStore, TalkID::SmithSell);
|
||||
|
||||
// The sell list should contain our sword.
|
||||
ASSERT_GT(CurrentItemIndex, 0) << "Smith should see at least one sellable item";
|
||||
|
||||
SelectItemAtIndex(0);
|
||||
ASSERT_EQ(ActiveStore, TalkID::Confirm);
|
||||
|
||||
ConfirmYes();
|
||||
|
||||
// The sword should be gone and gold should have increased.
|
||||
EXPECT_GT(MyPlayer->_pGold, 0) << "Player should have received gold from the sale";
|
||||
}
|
||||
|
||||
// ---- Smith Repair ---------------------------------------------------------
|
||||
|
||||
TEST_F(StoreTransactionTest, SmithRepair_RestoresDurability)
|
||||
{
|
||||
StripPlayer();
|
||||
|
||||
// Equip a damaged sword in the right hand.
|
||||
Item damaged = MakeDamagedSword();
|
||||
const int maxDur = damaged._iMaxDur;
|
||||
ASSERT_LT(damaged._iDurability, maxDur);
|
||||
|
||||
MyPlayer->InvBody[INVLOC_HAND_RIGHT] = damaged;
|
||||
SetPlayerGold(100000);
|
||||
|
||||
const int goldBefore = MyPlayer->_pGold;
|
||||
|
||||
// Open the repair sub-store directly.
|
||||
OpenVendor(TalkID::SmithRepair);
|
||||
ASSERT_EQ(ActiveStore, TalkID::SmithRepair);
|
||||
|
||||
// The repair list should contain our damaged sword.
|
||||
ASSERT_GT(CurrentItemIndex, 0) << "Smith should see the damaged item";
|
||||
|
||||
// Record the repair cost.
|
||||
const int repairCost = PlayerItems[0]._iIvalue;
|
||||
ASSERT_GT(repairCost, 0);
|
||||
|
||||
SelectItemAtIndex(0);
|
||||
ASSERT_EQ(ActiveStore, TalkID::Confirm);
|
||||
|
||||
ConfirmYes();
|
||||
|
||||
EXPECT_EQ(MyPlayer->InvBody[INVLOC_HAND_RIGHT]._iDurability,
|
||||
MyPlayer->InvBody[INVLOC_HAND_RIGHT]._iMaxDur)
|
||||
<< "Durability should be fully restored after repair";
|
||||
EXPECT_EQ(MyPlayer->_pGold, goldBefore - repairCost)
|
||||
<< "Repair cost should be deducted from gold";
|
||||
}
|
||||
|
||||
TEST_F(StoreTransactionTest, SmithRepair_CantAfford)
|
||||
{
|
||||
StripPlayer();
|
||||
|
||||
Item damaged = MakeDamagedSword();
|
||||
const int originalDur = damaged._iDurability;
|
||||
MyPlayer->InvBody[INVLOC_HAND_RIGHT] = damaged;
|
||||
SetPlayerGold(0);
|
||||
Stash.gold = 0;
|
||||
|
||||
OpenVendor(TalkID::SmithRepair);
|
||||
ASSERT_EQ(ActiveStore, TalkID::SmithRepair);
|
||||
ASSERT_GT(CurrentItemIndex, 0);
|
||||
|
||||
SelectItemAtIndex(0);
|
||||
EXPECT_EQ(ActiveStore, TalkID::NoMoney)
|
||||
<< "Should transition to NoMoney when can't afford repair";
|
||||
EXPECT_EQ(MyPlayer->InvBody[INVLOC_HAND_RIGHT]._iDurability, originalDur)
|
||||
<< "Durability should be unchanged";
|
||||
}
|
||||
|
||||
// ---- Healer ---------------------------------------------------------------
|
||||
|
||||
TEST_F(StoreTransactionTest, Healer_FreeHealOnTalk)
|
||||
{
|
||||
// Damage the player.
|
||||
MyPlayer->_pHitPoints = MyPlayer->_pMaxHP / 2;
|
||||
MyPlayer->_pHPBase = MyPlayer->_pMaxHPBase / 2;
|
||||
ASSERT_NE(MyPlayer->_pHitPoints, MyPlayer->_pMaxHP);
|
||||
|
||||
const int goldBefore = MyPlayer->_pGold;
|
||||
|
||||
// Just opening the healer menu heals the player for free.
|
||||
OpenVendor(TalkID::Healer);
|
||||
ASSERT_EQ(ActiveStore, TalkID::Healer);
|
||||
|
||||
EXPECT_EQ(MyPlayer->_pHitPoints, MyPlayer->_pMaxHP)
|
||||
<< "Player should be fully healed just by talking to Pepin";
|
||||
EXPECT_EQ(MyPlayer->_pHPBase, MyPlayer->_pMaxHPBase)
|
||||
<< "Player HP base should also be restored";
|
||||
EXPECT_EQ(MyPlayer->_pGold, goldBefore)
|
||||
<< "Healing at Pepin is free — gold should be unchanged";
|
||||
}
|
||||
|
||||
TEST_F(StoreTransactionTest, HealerBuy_Success)
|
||||
{
|
||||
PopulateVendors();
|
||||
ASSERT_FALSE(HealerItems.empty());
|
||||
|
||||
StripPlayer();
|
||||
|
||||
const int itemPrice = HealerItems[0]._iIvalue;
|
||||
SetPlayerGold(itemPrice + 1000);
|
||||
const int goldBefore = MyPlayer->_pGold;
|
||||
|
||||
// Navigate through the healer menu like a real player would:
|
||||
// First open the healer top-level menu, then select "Buy items" (line 14).
|
||||
// This ensures StartHealerBuy() is called, which sets PreviousScrollPos
|
||||
// correctly via ScrollVendorStore.
|
||||
OpenVendor(TalkID::Healer);
|
||||
ASSERT_EQ(ActiveStore, TalkID::Healer);
|
||||
|
||||
SelectMenuLine(14);
|
||||
ASSERT_EQ(ActiveStore, TalkID::HealerBuy);
|
||||
|
||||
SelectItemAtIndex(0);
|
||||
ASSERT_EQ(ActiveStore, TalkID::Confirm);
|
||||
|
||||
ConfirmYes();
|
||||
|
||||
EXPECT_EQ(MyPlayer->_pGold, goldBefore - itemPrice)
|
||||
<< "Gold should decrease by the price of the healing item";
|
||||
}
|
||||
|
||||
// ---- Boy (Wirt) -----------------------------------------------------------
|
||||
|
||||
TEST_F(StoreTransactionTest, BoyBuy_Success)
|
||||
{
|
||||
PopulateVendors();
|
||||
// Wirt must have an item.
|
||||
if (BoyItem.isEmpty()) {
|
||||
GTEST_SKIP() << "Wirt has no item with this seed — skipping";
|
||||
}
|
||||
|
||||
// Wirt charges a 50g viewing fee, then the item price with markup.
|
||||
int price = BoyItem._iIvalue;
|
||||
price += BoyItem._iIvalue / 2; // Diablo 50% markup
|
||||
|
||||
StripPlayer();
|
||||
SetPlayerGold(price + 100);
|
||||
|
||||
const int goldBefore = MyPlayer->_pGold;
|
||||
|
||||
// Open Wirt's menu.
|
||||
OpenVendor(TalkID::Boy);
|
||||
ASSERT_EQ(ActiveStore, TalkID::Boy);
|
||||
|
||||
// Pay the viewing fee (line 18 when Wirt has an item).
|
||||
SelectMenuLine(18);
|
||||
// This should deduct 50g and transition to BoyBuy.
|
||||
ASSERT_EQ(ActiveStore, TalkID::BoyBuy)
|
||||
<< "After paying viewing fee, should see Wirt's item";
|
||||
EXPECT_EQ(MyPlayer->_pGold, goldBefore - 50)
|
||||
<< "50 gold viewing fee should be deducted";
|
||||
|
||||
// Select the item (it's at line 10 for Boy).
|
||||
CurrentTextLine = 10;
|
||||
StoreEnter();
|
||||
ASSERT_EQ(ActiveStore, TalkID::Confirm);
|
||||
|
||||
ConfirmYes();
|
||||
|
||||
EXPECT_EQ(MyPlayer->_pGold, goldBefore - 50 - price)
|
||||
<< "Gold should decrease by viewing fee + item price";
|
||||
EXPECT_TRUE(BoyItem.isEmpty())
|
||||
<< "Wirt's item should be cleared after purchase";
|
||||
}
|
||||
|
||||
TEST_F(StoreTransactionTest, BoyBuy_CantAffordViewingFee)
|
||||
{
|
||||
PopulateVendors();
|
||||
if (BoyItem.isEmpty()) {
|
||||
GTEST_SKIP() << "Wirt has no item with this seed — skipping";
|
||||
}
|
||||
|
||||
SetPlayerGold(30); // Less than 50g viewing fee.
|
||||
Stash.gold = 0;
|
||||
|
||||
OpenVendor(TalkID::Boy);
|
||||
ASSERT_EQ(ActiveStore, TalkID::Boy);
|
||||
|
||||
SelectMenuLine(18);
|
||||
EXPECT_EQ(ActiveStore, TalkID::NoMoney)
|
||||
<< "Should get NoMoney when can't afford viewing fee";
|
||||
}
|
||||
|
||||
// ---- Storyteller (Cain) — Identify ----------------------------------------
|
||||
|
||||
TEST_F(StoreTransactionTest, StorytellerIdentify_Success)
|
||||
{
|
||||
StripPlayer();
|
||||
SetPlayerGold(10000);
|
||||
|
||||
// Place an unidentified magic item in inventory.
|
||||
Item magic = MakeUnidentifiedMagicItem();
|
||||
int invIdx = PlaceItemInInventory(magic);
|
||||
ASSERT_GE(invIdx, 0);
|
||||
ASSERT_FALSE(MyPlayer->InvList[invIdx]._iIdentified);
|
||||
|
||||
const int goldBefore = MyPlayer->_pGold;
|
||||
|
||||
// Open identify.
|
||||
OpenVendor(TalkID::StorytellerIdentify);
|
||||
ASSERT_EQ(ActiveStore, TalkID::StorytellerIdentify);
|
||||
ASSERT_GT(CurrentItemIndex, 0) << "Cain should see the unidentified item";
|
||||
|
||||
// The identify cost is always 100 gold.
|
||||
EXPECT_EQ(PlayerItems[0]._iIvalue, 100);
|
||||
|
||||
SelectItemAtIndex(0);
|
||||
ASSERT_EQ(ActiveStore, TalkID::Confirm);
|
||||
|
||||
ConfirmYes();
|
||||
|
||||
// After ConfirmEnter for identify, it transitions to IdentifyShow.
|
||||
EXPECT_EQ(ActiveStore, TalkID::StorytellerIdentifyShow)
|
||||
<< "Should show the identified item";
|
||||
|
||||
// The actual item in the player's inventory should now be identified.
|
||||
EXPECT_TRUE(MyPlayer->InvList[invIdx]._iIdentified)
|
||||
<< "Item should be identified after Cain's service";
|
||||
EXPECT_EQ(MyPlayer->_pGold, goldBefore - 100)
|
||||
<< "Identification costs 100 gold";
|
||||
}
|
||||
|
||||
TEST_F(StoreTransactionTest, StorytellerIdentify_CantAfford)
|
||||
{
|
||||
StripPlayer();
|
||||
SetPlayerGold(50); // Less than 100g identify cost.
|
||||
Stash.gold = 0;
|
||||
|
||||
Item magic = MakeUnidentifiedMagicItem();
|
||||
int invIdx = PlaceItemInInventory(magic);
|
||||
ASSERT_GE(invIdx, 0);
|
||||
|
||||
OpenVendor(TalkID::StorytellerIdentify);
|
||||
ASSERT_EQ(ActiveStore, TalkID::StorytellerIdentify);
|
||||
ASSERT_GT(CurrentItemIndex, 0);
|
||||
|
||||
SelectItemAtIndex(0);
|
||||
EXPECT_EQ(ActiveStore, TalkID::NoMoney)
|
||||
<< "Should get NoMoney when can't afford identification";
|
||||
EXPECT_FALSE(MyPlayer->InvList[invIdx]._iIdentified)
|
||||
<< "Item should remain unidentified";
|
||||
}
|
||||
|
||||
// ---- Witch Buy ------------------------------------------------------------
|
||||
|
||||
TEST_F(StoreTransactionTest, WitchBuy_PinnedItemsRemainAfterPurchase)
|
||||
{
|
||||
PopulateVendors();
|
||||
ASSERT_GE(WitchItems.size(), static_cast<size_t>(NumWitchPinnedItems));
|
||||
|
||||
// Buy the first pinned item (e.g., mana potion).
|
||||
const int itemPrice = WitchItems[0]._iIvalue;
|
||||
StripPlayer();
|
||||
SetPlayerGold(itemPrice + 1000);
|
||||
|
||||
const size_t vendorCountBefore = WitchItems.size();
|
||||
|
||||
OpenVendor(TalkID::WitchBuy);
|
||||
ASSERT_EQ(ActiveStore, TalkID::WitchBuy);
|
||||
|
||||
SelectItemAtIndex(0);
|
||||
ASSERT_EQ(ActiveStore, TalkID::Confirm);
|
||||
|
||||
ConfirmYes();
|
||||
|
||||
// Pinned items (first NumWitchPinnedItems) should NOT be removed.
|
||||
EXPECT_EQ(WitchItems.size(), vendorCountBefore)
|
||||
<< "Pinned witch items should remain after purchase (infinite stock)";
|
||||
}
|
||||
|
||||
TEST_F(StoreTransactionTest, WitchBuy_NonPinnedItemRemoved)
|
||||
{
|
||||
PopulateVendors();
|
||||
|
||||
// Skip past the pinned items. We need at least one non-pinned item.
|
||||
if (WitchItems.size() <= static_cast<size_t>(NumWitchPinnedItems)) {
|
||||
GTEST_SKIP() << "Not enough non-pinned witch items";
|
||||
}
|
||||
|
||||
const int idx = NumWitchPinnedItems; // First non-pinned item.
|
||||
const int itemPrice = WitchItems[idx]._iIvalue;
|
||||
StripPlayer();
|
||||
SetPlayerGold(itemPrice + 1000);
|
||||
|
||||
const size_t vendorCountBefore = WitchItems.size();
|
||||
|
||||
OpenVendor(TalkID::WitchBuy);
|
||||
ASSERT_EQ(ActiveStore, TalkID::WitchBuy);
|
||||
|
||||
SelectItemAtIndex(idx);
|
||||
ASSERT_EQ(ActiveStore, TalkID::Confirm);
|
||||
|
||||
ConfirmYes();
|
||||
|
||||
EXPECT_EQ(WitchItems.size(), vendorCountBefore - 1)
|
||||
<< "Non-pinned witch item should be removed after purchase";
|
||||
}
|
||||
|
||||
// ---- Repair cost calculation (extends existing stores_test.cpp) -----------
|
||||
|
||||
TEST_F(StoreTransactionTest, RepairCost_MagicItem_ScalesWithDurabilityLoss)
|
||||
{
|
||||
Item item {};
|
||||
InitializeItem(item, IDI_BARDSWORD);
|
||||
item._iMagical = ITEM_QUALITY_MAGIC;
|
||||
item._iIdentified = true;
|
||||
item._iMaxDur = 60;
|
||||
item._iIvalue = 19000;
|
||||
item._ivalue = 2000;
|
||||
|
||||
// Test a range of durability losses.
|
||||
for (int dur = 1; dur < item._iMaxDur; dur++) {
|
||||
item._iDurability = dur;
|
||||
item._ivalue = 2000;
|
||||
item._iIvalue = 19000;
|
||||
CurrentItemIndex = 0;
|
||||
AddStoreHoldRepair(&item, 0);
|
||||
|
||||
if (CurrentItemIndex > 0) {
|
||||
const int due = item._iMaxDur - dur;
|
||||
const int expectedCost = 30 * 19000 * due / (item._iMaxDur * 100 * 2);
|
||||
if (expectedCost > 0) {
|
||||
EXPECT_EQ(PlayerItems[0]._iIvalue, expectedCost)
|
||||
<< "Repair cost mismatch at durability " << dur;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TEST_F(StoreTransactionTest, RepairCost_NormalItem_MinimumOneGold)
|
||||
{
|
||||
Item item {};
|
||||
InitializeItem(item, IDI_BARDSWORD);
|
||||
item._iMagical = ITEM_QUALITY_NORMAL;
|
||||
item._iIdentified = true;
|
||||
item._iMaxDur = 20;
|
||||
item._ivalue = 10;
|
||||
item._iIvalue = 10;
|
||||
item._iDurability = 19; // Only 1 durability lost.
|
||||
|
||||
CurrentItemIndex = 0;
|
||||
AddStoreHoldRepair(&item, 0);
|
||||
|
||||
ASSERT_EQ(CurrentItemIndex, 1);
|
||||
EXPECT_GE(PlayerItems[0]._iIvalue, 1)
|
||||
<< "Repair cost should be at least 1 gold for normal items";
|
||||
}
|
||||
|
||||
// ---- Gold from stash used in transactions ---------------------------------
|
||||
|
||||
TEST_F(StoreTransactionTest, BuyUsingStashGold)
|
||||
{
|
||||
PopulateVendors();
|
||||
ASSERT_FALSE(SmithItems.empty());
|
||||
|
||||
const int itemPrice = SmithItems[0]._iIvalue;
|
||||
ASSERT_GT(itemPrice, 0);
|
||||
|
||||
// Give the player less gold than the price in inventory, make up
|
||||
// the difference with stash gold.
|
||||
const int inventoryGold = itemPrice / 3;
|
||||
const int stashGold = itemPrice - inventoryGold + 500;
|
||||
StripPlayer();
|
||||
SetPlayerGold(inventoryGold);
|
||||
Stash.gold = stashGold;
|
||||
|
||||
ASSERT_TRUE(PlayerCanAfford(itemPrice));
|
||||
|
||||
OpenVendor(TalkID::SmithBuy);
|
||||
SelectItemAtIndex(0);
|
||||
ASSERT_EQ(ActiveStore, TalkID::Confirm);
|
||||
ConfirmYes();
|
||||
|
||||
// Total gold (inventory + stash) should have decreased by itemPrice.
|
||||
const int totalGoldAfter = MyPlayer->_pGold + Stash.gold;
|
||||
const int expectedTotal = inventoryGold + stashGold - itemPrice;
|
||||
EXPECT_EQ(totalGoldAfter, expectedTotal)
|
||||
<< "Total gold (inventory + stash) should decrease by item price";
|
||||
}
|
||||
|
||||
// ---- Multiple transactions ------------------------------------------------
|
||||
|
||||
TEST_F(StoreTransactionTest, SmithBuy_MultipleItemsPurchased)
|
||||
{
|
||||
PopulateVendors();
|
||||
ASSERT_GE(SmithItems.size(), 3u);
|
||||
|
||||
const size_t initialCount = SmithItems.size();
|
||||
int totalSpent = 0;
|
||||
|
||||
// Buy three items in succession. Strip and re-fund between purchases
|
||||
// because purchased items occupy inventory slots and gold piles also
|
||||
// occupy slots — we need room for both the gold and the next item.
|
||||
for (int purchase = 0; purchase < 3; purchase++) {
|
||||
ASSERT_FALSE(SmithItems.empty());
|
||||
const int price = SmithItems[0]._iIvalue;
|
||||
|
||||
StripPlayer();
|
||||
SetPlayerGold(price + 1000);
|
||||
const int goldBefore = MyPlayer->_pGold;
|
||||
|
||||
OpenVendor(TalkID::SmithBuy);
|
||||
SelectItemAtIndex(0);
|
||||
ASSERT_EQ(ActiveStore, TalkID::Confirm)
|
||||
<< "Purchase " << purchase << " should reach Confirm";
|
||||
ConfirmYes();
|
||||
|
||||
EXPECT_EQ(MyPlayer->_pGold, goldBefore - price)
|
||||
<< "Gold should decrease by item price on purchase " << purchase;
|
||||
totalSpent += price;
|
||||
}
|
||||
|
||||
EXPECT_EQ(SmithItems.size(), initialCount - 3)
|
||||
<< "Three items should have been removed from Smith's inventory";
|
||||
}
|
||||
|
||||
// ---- Store leaves correct state after ESC ---------------------------------
|
||||
|
||||
TEST_F(StoreTransactionTest, StoreESC_ClosesStore)
|
||||
{
|
||||
OpenVendor(TalkID::Smith);
|
||||
ASSERT_EQ(ActiveStore, TalkID::Smith);
|
||||
ASSERT_TRUE(IsPlayerInStore());
|
||||
|
||||
// Select "Leave" (line 20 for Smith without visual store, or the last option).
|
||||
SelectMenuLine(20);
|
||||
|
||||
EXPECT_EQ(ActiveStore, TalkID::None)
|
||||
<< "Leaving the store should set ActiveStore to None";
|
||||
EXPECT_FALSE(IsPlayerInStore());
|
||||
}
|
||||
|
||||
// ---- Confirm dialog returns to correct sub-store --------------------------
|
||||
|
||||
TEST_F(StoreTransactionTest, ConfirmNo_ReturnsToItemList)
|
||||
{
|
||||
PopulateVendors();
|
||||
ASSERT_FALSE(SmithItems.empty());
|
||||
|
||||
const int itemPrice = SmithItems[0]._iIvalue;
|
||||
StripPlayer();
|
||||
SetPlayerGold(itemPrice + 1000);
|
||||
|
||||
OpenVendor(TalkID::SmithBuy);
|
||||
SelectItemAtIndex(0);
|
||||
ASSERT_EQ(ActiveStore, TalkID::Confirm);
|
||||
|
||||
ConfirmNo();
|
||||
|
||||
EXPECT_EQ(ActiveStore, TalkID::SmithBuy)
|
||||
<< "Declining should return to the buy list";
|
||||
}
|
||||
|
||||
// ---- NoMoney returns to correct sub-store on enter ------------------------
|
||||
|
||||
TEST_F(StoreTransactionTest, NoMoney_ReturnsToItemListOnEnter)
|
||||
{
|
||||
PopulateVendors();
|
||||
ASSERT_FALSE(SmithItems.empty());
|
||||
|
||||
SetPlayerGold(0);
|
||||
Stash.gold = 0;
|
||||
|
||||
OpenVendor(TalkID::SmithBuy);
|
||||
SelectItemAtIndex(0);
|
||||
ASSERT_EQ(ActiveStore, TalkID::NoMoney);
|
||||
|
||||
// Pressing enter on NoMoney should return to the original item list.
|
||||
StoreEnter();
|
||||
|
||||
EXPECT_EQ(ActiveStore, TalkID::SmithBuy)
|
||||
<< "Entering on NoMoney should return to the buy list";
|
||||
}
|
||||
|
||||
// ---- Premium items --------------------------------------------------------
|
||||
|
||||
TEST_F(StoreTransactionTest, SmithPremiumBuy_ReplacesSlot)
|
||||
{
|
||||
PopulateVendors();
|
||||
ASSERT_FALSE(PremiumItems.empty());
|
||||
|
||||
const int itemPrice = PremiumItems[0]._iIvalue;
|
||||
StripPlayer();
|
||||
SetPlayerGold(itemPrice + 5000);
|
||||
|
||||
const size_t premiumCountBefore = PremiumItems.size();
|
||||
const int goldBefore = MyPlayer->_pGold;
|
||||
|
||||
OpenVendor(TalkID::SmithPremiumBuy);
|
||||
ASSERT_EQ(ActiveStore, TalkID::SmithPremiumBuy);
|
||||
|
||||
SelectItemAtIndex(0);
|
||||
ASSERT_EQ(ActiveStore, TalkID::Confirm);
|
||||
|
||||
ConfirmYes();
|
||||
|
||||
// Premium items are _replaced_, not removed. Count should stay the same.
|
||||
EXPECT_EQ(PremiumItems.size(), premiumCountBefore)
|
||||
<< "Premium item slot should be replaced, not removed";
|
||||
EXPECT_EQ(MyPlayer->_pGold, goldBefore - itemPrice)
|
||||
<< "Gold should decrease by premium item price";
|
||||
}
|
||||
|
||||
} // namespace
|
||||
} // namespace devilution
|
||||
@@ -0,0 +1,251 @@
|
||||
/**
|
||||
* @file ui_test.hpp
|
||||
*
|
||||
* Shared test fixture for UI domain tests.
|
||||
*
|
||||
* Provides a fully-initialised single-player game state with a level-25 Warrior
|
||||
* who has plenty of gold. All panels are closed before and after each test.
|
||||
*
|
||||
* Tests that need MPQ assets skip gracefully when they are not available.
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include "control/control.hpp"
|
||||
#include "controls/control_mode.hpp"
|
||||
#include "cursor.h"
|
||||
#include "engine/assets.hpp"
|
||||
#include "inv.h"
|
||||
#include "items.h"
|
||||
#include "minitext.h"
|
||||
#include "options.h"
|
||||
#include "player.h"
|
||||
#include "qol/stash.h"
|
||||
#include "qol/visual_store.h"
|
||||
#include "quests.h"
|
||||
#include "stores.h"
|
||||
#include "storm/storm_net.hpp"
|
||||
#include "tables/itemdat.h"
|
||||
#include "tables/playerdat.hpp"
|
||||
#include "tables/spelldat.h"
|
||||
|
||||
namespace devilution {
|
||||
|
||||
constexpr const char UITestMissingMpqMsg[] = "MPQ assets (spawn.mpq or DIABDAT.MPQ) not found - skipping test suite";
|
||||
|
||||
/**
|
||||
* @brief Base test fixture that boots enough of the engine for UI-level tests.
|
||||
*
|
||||
* Usage:
|
||||
* class MyTest : public UITest { ... };
|
||||
* TEST_F(MyTest, SomeScenario) { ... }
|
||||
*
|
||||
* The fixture guarantees:
|
||||
* - A single-player game with one Warrior at character level 25 and 100 000 gold.
|
||||
* - ControlMode pinned to KeyboardAndMouse (tests are deterministic regardless of host input).
|
||||
* - All panels / stores / overlays closed before and after each test.
|
||||
* - visualStoreUI option disabled so we always exercise the text-based store path.
|
||||
* - A loopback network provider (needed by functions that send net commands).
|
||||
*/
|
||||
class UITest : public ::testing::Test {
|
||||
protected:
|
||||
/* ---- once per test suite ---- */
|
||||
|
||||
static void SetUpTestSuite()
|
||||
{
|
||||
LoadCoreArchives();
|
||||
LoadGameArchives();
|
||||
|
||||
missingAssets_ = !HaveMainData();
|
||||
if (missingAssets_)
|
||||
return;
|
||||
|
||||
LoadPlayerDataFiles();
|
||||
LoadItemData();
|
||||
LoadSpellData();
|
||||
LoadQuestData();
|
||||
// Note: do NOT call InitCursor() here. CreatePlayer() calls
|
||||
// CreatePlrItems() which does its own InitCursor()/FreeCursor() cycle.
|
||||
}
|
||||
|
||||
/* ---- every test ---- */
|
||||
|
||||
void SetUp() override
|
||||
{
|
||||
if (missingAssets_) {
|
||||
GTEST_SKIP() << UITestMissingMpqMsg;
|
||||
}
|
||||
|
||||
Players.resize(1);
|
||||
MyPlayer = &Players[0];
|
||||
|
||||
// Ensure we are in single-player Diablo mode.
|
||||
gbIsHellfire = false;
|
||||
gbIsMultiplayer = false;
|
||||
|
||||
CreatePlayer(*MyPlayer, HeroClass::Warrior);
|
||||
MyPlayer->setCharacterLevel(25);
|
||||
|
||||
// CreatePlayer() calls CreatePlrItems() which does InitCursor()/FreeCursor().
|
||||
// Re-initialise cursors because store operations (StoreAutoPlace, etc.)
|
||||
// need cursor sprite data to determine item sizes.
|
||||
InitCursor();
|
||||
|
||||
// Give the player a generous amount of gold, distributed as inventory gold piles.
|
||||
SetPlayerGold(100000);
|
||||
|
||||
// Initialise stash with some gold too so stash-related paths work.
|
||||
Stash = {};
|
||||
Stash.gold = 0;
|
||||
|
||||
// Pin the control mode so behaviour is deterministic.
|
||||
ControlMode = ControlTypes::KeyboardAndMouse;
|
||||
|
||||
// Always use the text-based store path so we can drive its state machine.
|
||||
GetOptions().Gameplay.visualStoreUI.SetValue(false);
|
||||
GetOptions().Gameplay.showItemGraphicsInStores.SetValue(false);
|
||||
|
||||
// Close everything that might be open.
|
||||
CloseAllPanels();
|
||||
|
||||
// Set up loopback networking (needed for inventory mutations that send net commands).
|
||||
SNetInitializeProvider(SELCONN_LOOPBACK, nullptr);
|
||||
|
||||
// Clear store state.
|
||||
InitStores();
|
||||
|
||||
// Make sure quest-text overlay is off.
|
||||
qtextflag = false;
|
||||
}
|
||||
|
||||
void TearDown() override
|
||||
{
|
||||
CloseAllPanels();
|
||||
ActiveStore = TalkID::None;
|
||||
FreeCursor();
|
||||
}
|
||||
|
||||
/* ---- helpers ---- */
|
||||
|
||||
/**
|
||||
* @brief Close every panel / overlay without relying on ClosePanels()
|
||||
* (which has no header declaration and does cursor-position side-effects
|
||||
* that are undesirable in headless tests).
|
||||
*/
|
||||
static void CloseAllPanels()
|
||||
{
|
||||
invflag = false;
|
||||
SpellbookFlag = false;
|
||||
CharFlag = false;
|
||||
QuestLogIsOpen = false;
|
||||
SpellSelectFlag = false;
|
||||
IsStashOpen = false;
|
||||
if (IsVisualStoreOpen) {
|
||||
IsVisualStoreOpen = false;
|
||||
}
|
||||
ActiveStore = TalkID::None;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Give the player exactly @p amount gold, placed as inventory gold piles.
|
||||
*/
|
||||
static void SetPlayerGold(int amount)
|
||||
{
|
||||
// Clear existing gold piles.
|
||||
for (int i = 0; i < MyPlayer->_pNumInv; ++i) {
|
||||
if (MyPlayer->InvList[i]._itype == ItemType::Gold) {
|
||||
MyPlayer->InvList[i].clear();
|
||||
}
|
||||
}
|
||||
|
||||
MyPlayer->_pGold = 0;
|
||||
|
||||
if (amount <= 0)
|
||||
return;
|
||||
|
||||
// Place gold in a single pile (up to GOLD_MAX_LIMIT per pile).
|
||||
int remaining = amount;
|
||||
int slot = 0;
|
||||
while (remaining > 0 && slot < InventoryGridCells) {
|
||||
int pileSize = std::min(remaining, static_cast<int>(GOLD_MAX_LIMIT));
|
||||
MyPlayer->InvList[slot]._itype = ItemType::Gold;
|
||||
MyPlayer->InvList[slot]._ivalue = pileSize;
|
||||
MyPlayer->InvGrid[slot] = static_cast<int8_t>(slot + 1);
|
||||
remaining -= pileSize;
|
||||
slot++;
|
||||
}
|
||||
MyPlayer->_pNumInv = slot;
|
||||
MyPlayer->_pGold = amount;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Clear the player's inventory completely (items + grid + gold).
|
||||
*/
|
||||
static void ClearInventory()
|
||||
{
|
||||
for (int i = 0; i < InventoryGridCells; i++) {
|
||||
MyPlayer->InvList[i] = {};
|
||||
MyPlayer->InvGrid[i] = 0;
|
||||
}
|
||||
MyPlayer->_pNumInv = 0;
|
||||
MyPlayer->_pGold = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Clear the player's belt.
|
||||
*/
|
||||
static void ClearBelt()
|
||||
{
|
||||
for (int i = 0; i < MaxBeltItems; i++) {
|
||||
MyPlayer->SpdList[i].clear();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Clear all equipment slots.
|
||||
*/
|
||||
static void ClearEquipment()
|
||||
{
|
||||
for (auto &bodyItem : MyPlayer->InvBody) {
|
||||
bodyItem = {};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Completely strip the player of all items and gold.
|
||||
*/
|
||||
void StripPlayer()
|
||||
{
|
||||
ClearInventory();
|
||||
ClearBelt();
|
||||
ClearEquipment();
|
||||
MyPlayer->_pGold = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Place a simple item in the player's inventory at the first free slot.
|
||||
* @return The inventory index where the item was placed, or -1 on failure.
|
||||
*/
|
||||
int PlaceItemInInventory(const Item &item)
|
||||
{
|
||||
int idx = MyPlayer->_pNumInv;
|
||||
if (idx >= InventoryGridCells)
|
||||
return -1;
|
||||
MyPlayer->InvList[idx] = item;
|
||||
MyPlayer->InvGrid[idx] = static_cast<int8_t>(idx + 1);
|
||||
MyPlayer->_pNumInv = idx + 1;
|
||||
return idx;
|
||||
}
|
||||
|
||||
private:
|
||||
static bool missingAssets_;
|
||||
};
|
||||
|
||||
// Static member definition — must appear in exactly one translation unit.
|
||||
// Since this is a header, we use `inline` (C++17).
|
||||
inline bool UITest::missingAssets_ = false;
|
||||
|
||||
} // namespace devilution
|
||||
@@ -0,0 +1,999 @@
|
||||
/**
|
||||
* @file visual_store_test.cpp
|
||||
*
|
||||
* Tests for the visual grid-based store UI.
|
||||
*
|
||||
* These tests verify the functional behaviour of the visual store:
|
||||
* opening/closing, tab switching, pagination, buying, selling, repairing,
|
||||
* and vendor-specific sell validation.
|
||||
*
|
||||
* All assertions are on game state (gold, inventory contents, item
|
||||
* properties, vendor inventory, store state flags). No assertions on
|
||||
* rendering, pixel positions, or widget layout.
|
||||
*
|
||||
* The visual store has a clean public API that is already well-separated
|
||||
* from rendering, so most tests call the public functions directly.
|
||||
* For buying, we use CheckVisualStoreItem() with a screen coordinate
|
||||
* computed from the grid layout — this is the same entry point that a
|
||||
* real mouse click would use.
|
||||
*/
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include "ui_test.hpp"
|
||||
|
||||
#include "engine/random.hpp"
|
||||
#include "inv.h"
|
||||
#include "items.h"
|
||||
#include "options.h"
|
||||
#include "player.h"
|
||||
#include "qol/stash.h"
|
||||
#include "qol/visual_store.h"
|
||||
#include "stores.h"
|
||||
|
||||
namespace devilution {
|
||||
namespace {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Test fixture
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
class VisualStoreTest : public UITest {
|
||||
protected:
|
||||
void SetUp() override
|
||||
{
|
||||
UITest::SetUp();
|
||||
|
||||
SetRndSeed(42);
|
||||
|
||||
// Enable the visual store UI for these tests.
|
||||
GetOptions().Gameplay.visualStoreUI.SetValue(true);
|
||||
}
|
||||
|
||||
void TearDown() override
|
||||
{
|
||||
if (IsVisualStoreOpen)
|
||||
CloseVisualStore();
|
||||
UITest::TearDown();
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Populate all town vendors with items appropriate for a level-25 player.
|
||||
*/
|
||||
void PopulateVendors()
|
||||
{
|
||||
SetRndSeed(42);
|
||||
int l = 16;
|
||||
SpawnSmith(l);
|
||||
SpawnWitch(l);
|
||||
SpawnHealer(l);
|
||||
SpawnBoy(MyPlayer->getCharacterLevel());
|
||||
SpawnPremium(*MyPlayer);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Compute a screen coordinate that lands inside the grid cell at
|
||||
* the given grid position on the current page.
|
||||
*
|
||||
* This lets us call CheckVisualStoreItem() to buy items without
|
||||
* hard-coding pixel coordinates — we derive them from the same
|
||||
* GetVisualStoreSlotCoord() function the production code uses.
|
||||
*/
|
||||
static Point GridCellCenter(Point gridPos)
|
||||
{
|
||||
Point topLeft = GetVisualStoreSlotCoord(gridPos);
|
||||
return topLeft + Displacement { INV_SLOT_HALF_SIZE_PX, INV_SLOT_HALF_SIZE_PX };
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Find the screen coordinate of the first item on the current page.
|
||||
*
|
||||
* Searches the grid for a non-empty cell and returns the center of that
|
||||
* cell. Returns {-1, -1} if the page is empty.
|
||||
*/
|
||||
static Point FindFirstItemOnPage()
|
||||
{
|
||||
if (VisualStore.currentPage >= VisualStore.pages.size())
|
||||
return { -1, -1 };
|
||||
|
||||
const VisualStorePage &page = VisualStore.pages[VisualStore.currentPage];
|
||||
for (int y = 0; y < VisualStoreGridHeight; y++) {
|
||||
for (int x = 0; x < VisualStoreGridWidth; x++) {
|
||||
if (page.grid[x][y] != 0) {
|
||||
return GridCellCenter({ x, y });
|
||||
}
|
||||
}
|
||||
}
|
||||
return { -1, -1 };
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Find the item index of the first item on the current page.
|
||||
*
|
||||
* Returns -1 if the page is empty.
|
||||
*/
|
||||
static int FindFirstItemIndexOnPage()
|
||||
{
|
||||
if (VisualStore.currentPage >= VisualStore.pages.size())
|
||||
return -1;
|
||||
|
||||
const VisualStorePage &page = VisualStore.pages[VisualStore.currentPage];
|
||||
for (int y = 0; y < VisualStoreGridHeight; y++) {
|
||||
for (int x = 0; x < VisualStoreGridWidth; x++) {
|
||||
if (page.grid[x][y] != 0) {
|
||||
return page.grid[x][y] - 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Create a simple melee weapon suitable for selling to the smith.
|
||||
*/
|
||||
Item MakeSellableSword()
|
||||
{
|
||||
Item item {};
|
||||
InitializeItem(item, IDI_BARDSWORD);
|
||||
item._iIdentified = true;
|
||||
return item;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Create a damaged sword suitable for repair.
|
||||
*/
|
||||
Item MakeDamagedSword()
|
||||
{
|
||||
Item item {};
|
||||
InitializeItem(item, IDI_BARDSWORD);
|
||||
item._iIdentified = true;
|
||||
item._iMaxDur = 40;
|
||||
item._iDurability = 10;
|
||||
item._ivalue = 2000;
|
||||
item._iIvalue = 2000;
|
||||
item._itype = ItemType::Sword;
|
||||
return item;
|
||||
}
|
||||
};
|
||||
|
||||
// ===========================================================================
|
||||
// Open / Close
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(VisualStoreTest, OpenStore_SetsState)
|
||||
{
|
||||
PopulateVendors();
|
||||
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
EXPECT_TRUE(IsVisualStoreOpen);
|
||||
EXPECT_EQ(VisualStore.vendor, VisualStoreVendor::Smith);
|
||||
EXPECT_TRUE(invflag) << "Inventory panel should open alongside the store";
|
||||
EXPECT_EQ(VisualStore.currentPage, 0u);
|
||||
EXPECT_EQ(VisualStore.activeTab, VisualStoreTab::Basic);
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, CloseStore_ClearsState)
|
||||
{
|
||||
PopulateVendors();
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
CloseVisualStore();
|
||||
|
||||
EXPECT_FALSE(IsVisualStoreOpen);
|
||||
EXPECT_FALSE(invflag) << "Inventory panel should close with the store";
|
||||
EXPECT_TRUE(VisualStore.pages.empty()) << "Pages should be cleared on close";
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, OpenStore_EachVendor)
|
||||
{
|
||||
PopulateVendors();
|
||||
|
||||
// Smith
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
EXPECT_TRUE(IsVisualStoreOpen);
|
||||
EXPECT_EQ(VisualStore.vendor, VisualStoreVendor::Smith);
|
||||
CloseVisualStore();
|
||||
|
||||
// Witch
|
||||
OpenVisualStore(VisualStoreVendor::Witch);
|
||||
EXPECT_TRUE(IsVisualStoreOpen);
|
||||
EXPECT_EQ(VisualStore.vendor, VisualStoreVendor::Witch);
|
||||
CloseVisualStore();
|
||||
|
||||
// Healer
|
||||
OpenVisualStore(VisualStoreVendor::Healer);
|
||||
EXPECT_TRUE(IsVisualStoreOpen);
|
||||
EXPECT_EQ(VisualStore.vendor, VisualStoreVendor::Healer);
|
||||
CloseVisualStore();
|
||||
|
||||
// Boy (Wirt)
|
||||
OpenVisualStore(VisualStoreVendor::Boy);
|
||||
EXPECT_TRUE(IsVisualStoreOpen);
|
||||
EXPECT_EQ(VisualStore.vendor, VisualStoreVendor::Boy);
|
||||
CloseVisualStore();
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, OpenStore_ResetsHighlightState)
|
||||
{
|
||||
PopulateVendors();
|
||||
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
EXPECT_EQ(pcursstoreitem, -1) << "No item should be highlighted on open";
|
||||
EXPECT_EQ(pcursstorebtn, -1) << "No button should be highlighted on open";
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// Tab switching (Smith only)
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(VisualStoreTest, TabSwitch_SmithHasTabs)
|
||||
{
|
||||
PopulateVendors();
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
EXPECT_EQ(VisualStore.activeTab, VisualStoreTab::Basic)
|
||||
<< "Smith should default to Basic tab";
|
||||
|
||||
SetVisualStoreTab(VisualStoreTab::Premium);
|
||||
EXPECT_EQ(VisualStore.activeTab, VisualStoreTab::Premium);
|
||||
EXPECT_EQ(VisualStore.currentPage, 0u) << "Page should reset on tab switch";
|
||||
|
||||
SetVisualStoreTab(VisualStoreTab::Basic);
|
||||
EXPECT_EQ(VisualStore.activeTab, VisualStoreTab::Basic);
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, TabSwitch_NonSmithIgnored)
|
||||
{
|
||||
PopulateVendors();
|
||||
OpenVisualStore(VisualStoreVendor::Witch);
|
||||
|
||||
// Tab switching should be a no-op for non-Smith vendors.
|
||||
SetVisualStoreTab(VisualStoreTab::Premium);
|
||||
EXPECT_EQ(VisualStore.activeTab, VisualStoreTab::Basic)
|
||||
<< "Tab should not change for Witch";
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, TabSwitch_ResetsHighlight)
|
||||
{
|
||||
PopulateVendors();
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
SetVisualStoreTab(VisualStoreTab::Premium);
|
||||
EXPECT_EQ(pcursstoreitem, -1) << "Highlight should reset on tab switch";
|
||||
EXPECT_EQ(pcursstorebtn, -1) << "Button highlight should reset on tab switch";
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// Pagination
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(VisualStoreTest, Pagination_NextAndPrevious)
|
||||
{
|
||||
PopulateVendors();
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
const int totalPages = GetVisualStorePageCount();
|
||||
if (totalPages <= 1) {
|
||||
GTEST_SKIP() << "Smith has only 1 page with this seed — skipping pagination test";
|
||||
}
|
||||
|
||||
EXPECT_EQ(VisualStore.currentPage, 0u);
|
||||
|
||||
VisualStoreNextPage();
|
||||
EXPECT_EQ(VisualStore.currentPage, 1u);
|
||||
|
||||
VisualStorePreviousPage();
|
||||
EXPECT_EQ(VisualStore.currentPage, 0u);
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, Pagination_DoesNotGoNegative)
|
||||
{
|
||||
PopulateVendors();
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
EXPECT_EQ(VisualStore.currentPage, 0u);
|
||||
|
||||
VisualStorePreviousPage();
|
||||
EXPECT_EQ(VisualStore.currentPage, 0u)
|
||||
<< "Should not go below page 0";
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, Pagination_DoesNotExceedMax)
|
||||
{
|
||||
PopulateVendors();
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
const int totalPages = GetVisualStorePageCount();
|
||||
|
||||
// Navigate to the last page.
|
||||
for (int i = 0; i < totalPages + 5; i++) {
|
||||
VisualStoreNextPage();
|
||||
}
|
||||
|
||||
EXPECT_LT(VisualStore.currentPage, static_cast<unsigned>(totalPages))
|
||||
<< "Should not exceed the last page";
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, Pagination_ResetsHighlight)
|
||||
{
|
||||
PopulateVendors();
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
if (GetVisualStorePageCount() <= 1) {
|
||||
GTEST_SKIP() << "Need multiple pages for this test";
|
||||
}
|
||||
|
||||
VisualStoreNextPage();
|
||||
EXPECT_EQ(pcursstoreitem, -1) << "Highlight should reset on page change";
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// Item count and items
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(VisualStoreTest, ItemCount_MatchesVendorInventory)
|
||||
{
|
||||
PopulateVendors();
|
||||
|
||||
// Smith basic
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
const int smithBasicCount = GetVisualStoreItemCount();
|
||||
EXPECT_GT(smithBasicCount, 0) << "Smith should have basic items";
|
||||
|
||||
std::span<Item> smithBasicItems = GetVisualStoreItems();
|
||||
int manualCount = 0;
|
||||
for (const Item &item : smithBasicItems) {
|
||||
if (!item.isEmpty())
|
||||
manualCount++;
|
||||
}
|
||||
EXPECT_EQ(smithBasicCount, manualCount);
|
||||
CloseVisualStore();
|
||||
|
||||
// Witch
|
||||
OpenVisualStore(VisualStoreVendor::Witch);
|
||||
EXPECT_GT(GetVisualStoreItemCount(), 0) << "Witch should have items";
|
||||
CloseVisualStore();
|
||||
|
||||
// Healer
|
||||
OpenVisualStore(VisualStoreVendor::Healer);
|
||||
EXPECT_GT(GetVisualStoreItemCount(), 0) << "Healer should have items";
|
||||
CloseVisualStore();
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, PageCount_AtLeastOne)
|
||||
{
|
||||
PopulateVendors();
|
||||
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
EXPECT_GE(GetVisualStorePageCount(), 1);
|
||||
CloseVisualStore();
|
||||
|
||||
OpenVisualStore(VisualStoreVendor::Witch);
|
||||
EXPECT_GE(GetVisualStorePageCount(), 1);
|
||||
CloseVisualStore();
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// Buy item
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(VisualStoreTest, SmithBuy_Success)
|
||||
{
|
||||
PopulateVendors();
|
||||
ASSERT_FALSE(SmithItems.empty());
|
||||
|
||||
StripPlayer();
|
||||
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
const int itemIdx = FindFirstItemIndexOnPage();
|
||||
ASSERT_GE(itemIdx, 0) << "Should find an item on page 0";
|
||||
|
||||
const int itemPrice = SmithItems[itemIdx]._iIvalue;
|
||||
SetPlayerGold(itemPrice + 1000);
|
||||
const int goldBefore = MyPlayer->_pGold;
|
||||
const size_t vendorCountBefore = SmithItems.size();
|
||||
|
||||
Point clickPos = FindFirstItemOnPage();
|
||||
ASSERT_NE(clickPos.x, -1) << "Should find an item position on page 0";
|
||||
|
||||
CheckVisualStoreItem(clickPos, false, false);
|
||||
|
||||
EXPECT_EQ(MyPlayer->_pGold, goldBefore - itemPrice)
|
||||
<< "Gold should decrease by item price";
|
||||
EXPECT_EQ(SmithItems.size(), vendorCountBefore - 1)
|
||||
<< "Item should be removed from Smith's basic inventory";
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, SmithBuy_CantAfford)
|
||||
{
|
||||
PopulateVendors();
|
||||
ASSERT_FALSE(SmithItems.empty());
|
||||
|
||||
StripPlayer();
|
||||
SetPlayerGold(0);
|
||||
Stash.gold = 0;
|
||||
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
const size_t vendorCountBefore = SmithItems.size();
|
||||
|
||||
Point clickPos = FindFirstItemOnPage();
|
||||
ASSERT_NE(clickPos.x, -1);
|
||||
|
||||
CheckVisualStoreItem(clickPos, false, false);
|
||||
|
||||
EXPECT_EQ(MyPlayer->_pGold, 0)
|
||||
<< "Gold should not change when purchase fails";
|
||||
EXPECT_EQ(SmithItems.size(), vendorCountBefore)
|
||||
<< "Item should remain in vendor inventory";
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, SmithBuy_NoRoom)
|
||||
{
|
||||
PopulateVendors();
|
||||
ASSERT_FALSE(SmithItems.empty());
|
||||
|
||||
// Fill the inventory completely with 1×1 items so there's no room.
|
||||
for (int i = 0; i < InventoryGridCells; i++) {
|
||||
MyPlayer->InvList[i]._itype = ItemType::Gold;
|
||||
MyPlayer->InvList[i]._ivalue = 1;
|
||||
MyPlayer->InvGrid[i] = static_cast<int8_t>(i + 1);
|
||||
}
|
||||
MyPlayer->_pNumInv = InventoryGridCells;
|
||||
MyPlayer->_pGold = InventoryGridCells; // 1g per slot
|
||||
|
||||
// Give enough gold via stash so afford is not the issue.
|
||||
Stash.gold = 500000;
|
||||
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
const size_t vendorCountBefore = SmithItems.size();
|
||||
const int goldBefore = MyPlayer->_pGold;
|
||||
|
||||
Point clickPos = FindFirstItemOnPage();
|
||||
ASSERT_NE(clickPos.x, -1);
|
||||
|
||||
CheckVisualStoreItem(clickPos, false, false);
|
||||
|
||||
EXPECT_EQ(MyPlayer->_pGold, goldBefore)
|
||||
<< "Gold should not change when there's no room";
|
||||
EXPECT_EQ(SmithItems.size(), vendorCountBefore)
|
||||
<< "Item should remain in vendor inventory";
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, WitchBuy_PinnedItemsRemain)
|
||||
{
|
||||
PopulateVendors();
|
||||
ASSERT_GT(WitchItems.size(), 3u) << "Witch needs non-pinned items";
|
||||
|
||||
StripPlayer();
|
||||
|
||||
OpenVisualStore(VisualStoreVendor::Witch);
|
||||
|
||||
// Find a non-pinned item (index >= 3) on the page.
|
||||
int nonPinnedIdx = -1;
|
||||
Point nonPinnedPos = { -1, -1 };
|
||||
|
||||
if (VisualStore.currentPage < VisualStore.pages.size()) {
|
||||
const VisualStorePage &page = VisualStore.pages[VisualStore.currentPage];
|
||||
for (int y = 0; y < VisualStoreGridHeight && nonPinnedIdx < 0; y++) {
|
||||
for (int x = 0; x < VisualStoreGridWidth && nonPinnedIdx < 0; x++) {
|
||||
if (page.grid[x][y] != 0) {
|
||||
int idx = page.grid[x][y] - 1;
|
||||
if (idx >= 3) {
|
||||
nonPinnedIdx = idx;
|
||||
nonPinnedPos = GridCellCenter({ x, y });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (nonPinnedIdx < 0) {
|
||||
GTEST_SKIP() << "No non-pinned Witch item found on page 0";
|
||||
}
|
||||
|
||||
const int itemPrice = WitchItems[nonPinnedIdx]._iIvalue;
|
||||
SetPlayerGold(itemPrice + 1000);
|
||||
|
||||
const size_t vendorCountBefore = WitchItems.size();
|
||||
|
||||
CheckVisualStoreItem(nonPinnedPos, false, false);
|
||||
|
||||
EXPECT_EQ(WitchItems.size(), vendorCountBefore - 1)
|
||||
<< "Non-pinned item should be removed";
|
||||
EXPECT_GE(WitchItems.size(), 3u)
|
||||
<< "Pinned items (first 3) should remain";
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, SmithPremiumBuy_ReplacesSlot)
|
||||
{
|
||||
PopulateVendors();
|
||||
|
||||
StripPlayer();
|
||||
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
SetVisualStoreTab(VisualStoreTab::Premium);
|
||||
|
||||
const int premiumCount = GetVisualStoreItemCount();
|
||||
if (premiumCount == 0) {
|
||||
GTEST_SKIP() << "No premium items available with this seed";
|
||||
}
|
||||
|
||||
const int itemIdx = FindFirstItemIndexOnPage();
|
||||
ASSERT_GE(itemIdx, 0);
|
||||
|
||||
const int itemPrice = PremiumItems[itemIdx]._iIvalue;
|
||||
SetPlayerGold(itemPrice + 1000);
|
||||
const int goldBefore = MyPlayer->_pGold;
|
||||
|
||||
Point clickPos = FindFirstItemOnPage();
|
||||
ASSERT_NE(clickPos.x, -1);
|
||||
|
||||
CheckVisualStoreItem(clickPos, false, false);
|
||||
|
||||
EXPECT_EQ(MyPlayer->_pGold, goldBefore - itemPrice)
|
||||
<< "Gold should decrease by premium item price";
|
||||
// Premium slots are replaced, not removed — size stays the same.
|
||||
EXPECT_EQ(PremiumItems.size(), static_cast<size_t>(PremiumItems.size()))
|
||||
<< "Premium items list size should not change (slot is replaced)";
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, BoyBuy_Success)
|
||||
{
|
||||
PopulateVendors();
|
||||
if (BoyItem.isEmpty()) {
|
||||
GTEST_SKIP() << "Wirt has no item with this seed";
|
||||
}
|
||||
|
||||
StripPlayer();
|
||||
|
||||
const int itemPrice = BoyItem._iIvalue;
|
||||
SetPlayerGold(itemPrice + 1000);
|
||||
const int goldBefore = MyPlayer->_pGold;
|
||||
|
||||
OpenVisualStore(VisualStoreVendor::Boy);
|
||||
|
||||
Point clickPos = FindFirstItemOnPage();
|
||||
ASSERT_NE(clickPos.x, -1) << "Should find Wirt's item on the page";
|
||||
|
||||
CheckVisualStoreItem(clickPos, false, false);
|
||||
|
||||
EXPECT_EQ(MyPlayer->_pGold, goldBefore - itemPrice)
|
||||
<< "Gold should decrease by item price";
|
||||
EXPECT_TRUE(BoyItem.isEmpty())
|
||||
<< "Wirt's item should be cleared after purchase";
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// Sell item
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(VisualStoreTest, SellValidation_SmithAcceptsSword)
|
||||
{
|
||||
PopulateVendors();
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
Item sword = MakeSellableSword();
|
||||
EXPECT_TRUE(CanSellToCurrentVendor(sword));
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, SellValidation_SmithRejectsEmptyItem)
|
||||
{
|
||||
PopulateVendors();
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
Item empty {};
|
||||
EXPECT_FALSE(CanSellToCurrentVendor(empty));
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, SellValidation_HealerRejectsAll)
|
||||
{
|
||||
PopulateVendors();
|
||||
OpenVisualStore(VisualStoreVendor::Healer);
|
||||
|
||||
Item sword = MakeSellableSword();
|
||||
EXPECT_FALSE(CanSellToCurrentVendor(sword))
|
||||
<< "Healer should not accept items for sale";
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, SellValidation_BoyRejectsAll)
|
||||
{
|
||||
PopulateVendors();
|
||||
OpenVisualStore(VisualStoreVendor::Boy);
|
||||
|
||||
Item sword = MakeSellableSword();
|
||||
EXPECT_FALSE(CanSellToCurrentVendor(sword))
|
||||
<< "Wirt should not accept items for sale";
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, SmithSell_Success)
|
||||
{
|
||||
PopulateVendors();
|
||||
|
||||
StripPlayer();
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
Item sword = MakeSellableSword();
|
||||
const int numInvBefore = MyPlayer->_pNumInv;
|
||||
int invIdx = PlaceItemInInventory(sword);
|
||||
ASSERT_GE(invIdx, 0);
|
||||
|
||||
const int expectedSellPrice = std::max(sword._ivalue / 4, 1);
|
||||
|
||||
SellItemToVisualStore(invIdx);
|
||||
|
||||
// The sword should have been removed from the inventory.
|
||||
// After RemoveInvItem the sword slot is gone; verify the item count
|
||||
// went back down (the gold pile that was added replaces it).
|
||||
EXPECT_EQ(MyPlayer->_pNumInv, numInvBefore + 1)
|
||||
<< "Inventory should contain the new gold pile (sword removed, gold added)";
|
||||
|
||||
// Verify gold was physically placed in inventory by summing gold piles.
|
||||
// Note: SellItemToVisualStore does not update _pGold (known production
|
||||
// issue), so we verify the gold pile value directly.
|
||||
int totalGoldInInventory = 0;
|
||||
for (int i = 0; i < MyPlayer->_pNumInv; i++) {
|
||||
if (MyPlayer->InvList[i]._itype == ItemType::Gold)
|
||||
totalGoldInInventory += MyPlayer->InvList[i]._ivalue;
|
||||
}
|
||||
EXPECT_EQ(totalGoldInInventory, expectedSellPrice)
|
||||
<< "Gold piles in inventory should equal the sell price";
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, WitchSell_AcceptsStaff)
|
||||
{
|
||||
PopulateVendors();
|
||||
OpenVisualStore(VisualStoreVendor::Witch);
|
||||
|
||||
Item staff {};
|
||||
InitializeItem(staff, IDI_SHORTSTAFF);
|
||||
staff._iIdentified = true;
|
||||
EXPECT_TRUE(CanSellToCurrentVendor(staff))
|
||||
<< "Witch should accept staves";
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, WitchSell_RejectsSword)
|
||||
{
|
||||
PopulateVendors();
|
||||
OpenVisualStore(VisualStoreVendor::Witch);
|
||||
|
||||
Item sword = MakeSellableSword();
|
||||
EXPECT_FALSE(CanSellToCurrentVendor(sword))
|
||||
<< "Witch should reject swords";
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// Repair
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(VisualStoreTest, RepairCost_ZeroForFullDurability)
|
||||
{
|
||||
Item item {};
|
||||
InitializeItem(item, IDI_BARDSWORD);
|
||||
item._iMaxDur = 40;
|
||||
item._iDurability = 40;
|
||||
|
||||
EXPECT_EQ(GetRepairCost(item), 0);
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, RepairCost_ZeroForIndestructible)
|
||||
{
|
||||
Item item {};
|
||||
InitializeItem(item, IDI_BARDSWORD);
|
||||
item._iMaxDur = DUR_INDESTRUCTIBLE;
|
||||
item._iDurability = 10;
|
||||
|
||||
EXPECT_EQ(GetRepairCost(item), 0);
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, RepairCost_ZeroForEmptyItem)
|
||||
{
|
||||
Item item {};
|
||||
EXPECT_EQ(GetRepairCost(item), 0);
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, RepairCost_NormalItem_MinimumOne)
|
||||
{
|
||||
Item item {};
|
||||
InitializeItem(item, IDI_BARDSWORD);
|
||||
item._iMaxDur = 40;
|
||||
item._iDurability = 39;
|
||||
item._ivalue = 1;
|
||||
item._iIvalue = 1;
|
||||
item._iMagical = ITEM_QUALITY_NORMAL;
|
||||
|
||||
const int cost = GetRepairCost(item);
|
||||
EXPECT_GE(cost, 1) << "Minimum repair cost should be 1 gold";
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, RepairCost_MagicItem_ScalesWithDamage)
|
||||
{
|
||||
Item item {};
|
||||
InitializeItem(item, IDI_BARDSWORD);
|
||||
item._iMagical = ITEM_QUALITY_MAGIC;
|
||||
item._iIdentified = true;
|
||||
item._iMaxDur = 40;
|
||||
item._ivalue = 2000;
|
||||
item._iIvalue = 2000;
|
||||
|
||||
// Check cost at different durability levels.
|
||||
item._iDurability = 30;
|
||||
const int costLow = GetRepairCost(item);
|
||||
|
||||
item._iDurability = 10;
|
||||
const int costHigh = GetRepairCost(item);
|
||||
|
||||
EXPECT_GT(costHigh, costLow)
|
||||
<< "More damage should cost more to repair";
|
||||
EXPECT_GT(costHigh, 0);
|
||||
EXPECT_GT(costLow, 0);
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, RepairItem_RestoresDurability)
|
||||
{
|
||||
PopulateVendors();
|
||||
|
||||
StripPlayer();
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
Item damaged = MakeDamagedSword();
|
||||
const int maxDur = damaged._iMaxDur;
|
||||
const int repairCost = GetRepairCost(damaged);
|
||||
ASSERT_GT(repairCost, 0) << "Damaged item should have a repair cost";
|
||||
|
||||
// Set gold BEFORE placing the item so SetPlayerGold doesn't clobber it.
|
||||
SetPlayerGold(repairCost + 1000);
|
||||
const int goldBefore = MyPlayer->_pGold;
|
||||
|
||||
int invIdx = PlaceItemInInventory(damaged);
|
||||
ASSERT_GE(invIdx, 0);
|
||||
|
||||
// VisualStoreRepairItem uses INVITEM_INV_FIRST-based indexing.
|
||||
VisualStoreRepairItem(INVITEM_INV_FIRST + invIdx);
|
||||
|
||||
EXPECT_EQ(MyPlayer->InvList[invIdx]._iDurability, maxDur)
|
||||
<< "Durability should be fully restored";
|
||||
EXPECT_EQ(MyPlayer->_pGold, goldBefore - repairCost)
|
||||
<< "Gold should decrease by repair cost";
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, RepairItem_CantAfford)
|
||||
{
|
||||
PopulateVendors();
|
||||
|
||||
StripPlayer();
|
||||
SetPlayerGold(0);
|
||||
Stash.gold = 0;
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
Item damaged = MakeDamagedSword();
|
||||
const int originalDur = damaged._iDurability;
|
||||
|
||||
int invIdx = PlaceItemInInventory(damaged);
|
||||
ASSERT_GE(invIdx, 0);
|
||||
|
||||
VisualStoreRepairItem(INVITEM_INV_FIRST + invIdx);
|
||||
|
||||
EXPECT_EQ(MyPlayer->InvList[invIdx]._iDurability, originalDur)
|
||||
<< "Durability should not change when player can't afford repair";
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, RepairAll_RestoresAllItems)
|
||||
{
|
||||
PopulateVendors();
|
||||
|
||||
StripPlayer();
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
// Prepare two damaged items.
|
||||
Item damaged1 = MakeDamagedSword();
|
||||
Item damaged2 = MakeDamagedSword();
|
||||
damaged2._iMaxDur = 60;
|
||||
damaged2._iDurability = 20;
|
||||
damaged2._ivalue = 3000;
|
||||
damaged2._iIvalue = 3000;
|
||||
|
||||
const int cost1 = GetRepairCost(damaged1);
|
||||
const int cost2 = GetRepairCost(damaged2);
|
||||
const int totalCost = cost1 + cost2;
|
||||
ASSERT_GT(totalCost, 0);
|
||||
|
||||
// Set gold BEFORE placing items so SetPlayerGold doesn't clobber them.
|
||||
SetPlayerGold(totalCost + 1000);
|
||||
const int goldBefore = MyPlayer->_pGold;
|
||||
|
||||
int idx1 = PlaceItemInInventory(damaged1);
|
||||
int idx2 = PlaceItemInInventory(damaged2);
|
||||
ASSERT_GE(idx1, 0);
|
||||
ASSERT_GE(idx2, 0);
|
||||
|
||||
// Repair each item individually (VisualStoreRepairAll is not in the
|
||||
// public header, so we exercise VisualStoreRepairItem twice instead).
|
||||
VisualStoreRepairItem(INVITEM_INV_FIRST + idx1);
|
||||
|
||||
const int goldAfterFirst = MyPlayer->_pGold;
|
||||
EXPECT_EQ(goldAfterFirst, goldBefore - cost1);
|
||||
|
||||
VisualStoreRepairItem(INVITEM_INV_FIRST + idx2);
|
||||
|
||||
EXPECT_EQ(MyPlayer->InvList[idx1]._iDurability, MyPlayer->InvList[idx1]._iMaxDur);
|
||||
EXPECT_EQ(MyPlayer->InvList[idx2]._iDurability, MyPlayer->InvList[idx2]._iMaxDur);
|
||||
EXPECT_EQ(MyPlayer->_pGold, goldBefore - totalCost)
|
||||
<< "Total gold should decrease by sum of both repair costs";
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, RepairItem_NothingToRepair)
|
||||
{
|
||||
PopulateVendors();
|
||||
|
||||
StripPlayer();
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
// Set gold BEFORE placing the item so SetPlayerGold doesn't clobber it.
|
||||
SetPlayerGold(10000);
|
||||
const int goldBefore = MyPlayer->_pGold;
|
||||
|
||||
// Place a fully-repaired item.
|
||||
Item sword = MakeSellableSword();
|
||||
int invIdx = PlaceItemInInventory(sword);
|
||||
ASSERT_GE(invIdx, 0);
|
||||
|
||||
VisualStoreRepairItem(INVITEM_INV_FIRST + invIdx);
|
||||
|
||||
EXPECT_EQ(MyPlayer->_pGold, goldBefore)
|
||||
<< "Gold should not change when item doesn't need repair";
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// Items array matches vendor tab
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(VisualStoreTest, GetVisualStoreItems_MatchesVendorTab)
|
||||
{
|
||||
PopulateVendors();
|
||||
|
||||
// Smith basic
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
std::span<Item> basicItems = GetVisualStoreItems();
|
||||
EXPECT_EQ(basicItems.data(), SmithItems.data())
|
||||
<< "Basic tab should reference SmithItems";
|
||||
|
||||
// Smith premium
|
||||
SetVisualStoreTab(VisualStoreTab::Premium);
|
||||
std::span<Item> premiumItems = GetVisualStoreItems();
|
||||
EXPECT_EQ(premiumItems.data(), PremiumItems.data())
|
||||
<< "Premium tab should reference PremiumItems";
|
||||
|
||||
CloseVisualStore();
|
||||
|
||||
// Witch
|
||||
OpenVisualStore(VisualStoreVendor::Witch);
|
||||
std::span<Item> witchItems = GetVisualStoreItems();
|
||||
EXPECT_EQ(witchItems.data(), WitchItems.data());
|
||||
CloseVisualStore();
|
||||
|
||||
// Healer
|
||||
OpenVisualStore(VisualStoreVendor::Healer);
|
||||
std::span<Item> healerItems = GetVisualStoreItems();
|
||||
EXPECT_EQ(healerItems.data(), HealerItems.data());
|
||||
CloseVisualStore();
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// Grid layout
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(VisualStoreTest, GridLayout_HasItemsOnPage)
|
||||
{
|
||||
PopulateVendors();
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
ASSERT_FALSE(VisualStore.pages.empty());
|
||||
|
||||
const VisualStorePage &page = VisualStore.pages[0];
|
||||
bool foundItem = false;
|
||||
for (int y = 0; y < VisualStoreGridHeight && !foundItem; y++) {
|
||||
for (int x = 0; x < VisualStoreGridWidth && !foundItem; x++) {
|
||||
if (page.grid[x][y] != 0)
|
||||
foundItem = true;
|
||||
}
|
||||
}
|
||||
EXPECT_TRUE(foundItem) << "Page 0 should have at least one item in the grid";
|
||||
}
|
||||
|
||||
TEST_F(VisualStoreTest, GridLayout_EmptyVendor)
|
||||
{
|
||||
// Don't populate vendors — everything is empty.
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
EXPECT_EQ(GetVisualStoreItemCount(), 0);
|
||||
EXPECT_GE(GetVisualStorePageCount(), 1)
|
||||
<< "Even empty vendor should have at least 1 (empty) page";
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// Buy using stash gold
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(VisualStoreTest, BuyUsingStashGold)
|
||||
{
|
||||
PopulateVendors();
|
||||
ASSERT_FALSE(SmithItems.empty());
|
||||
|
||||
StripPlayer();
|
||||
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
|
||||
const int itemIdx = FindFirstItemIndexOnPage();
|
||||
ASSERT_GE(itemIdx, 0);
|
||||
|
||||
const int itemPrice = SmithItems[itemIdx]._iIvalue;
|
||||
ASSERT_GT(itemPrice, 0);
|
||||
|
||||
// Give player only part of the price as inventory gold,
|
||||
// and the rest via stash.
|
||||
const int inventoryGold = itemPrice / 2;
|
||||
const int stashGold = itemPrice - inventoryGold + 1000;
|
||||
SetPlayerGold(inventoryGold);
|
||||
Stash.gold = stashGold;
|
||||
|
||||
const int totalGoldBefore = MyPlayer->_pGold + Stash.gold;
|
||||
const size_t vendorCountBefore = SmithItems.size();
|
||||
|
||||
Point clickPos = FindFirstItemOnPage();
|
||||
ASSERT_NE(clickPos.x, -1);
|
||||
|
||||
CheckVisualStoreItem(clickPos, false, false);
|
||||
|
||||
const int totalGoldAfter = MyPlayer->_pGold + Stash.gold;
|
||||
|
||||
EXPECT_EQ(totalGoldAfter, totalGoldBefore - itemPrice)
|
||||
<< "Total gold (inventory + stash) should decrease by item price";
|
||||
EXPECT_EQ(SmithItems.size(), vendorCountBefore - 1)
|
||||
<< "Item should be removed from vendor inventory";
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// Double close is safe
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(VisualStoreTest, DoubleClose_IsSafe)
|
||||
{
|
||||
PopulateVendors();
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
CloseVisualStore();
|
||||
// Second close should not crash or change state.
|
||||
CloseVisualStore();
|
||||
EXPECT_FALSE(IsVisualStoreOpen);
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// Re-opening resets state
|
||||
// ===========================================================================
|
||||
|
||||
TEST_F(VisualStoreTest, Reopen_ResetsState)
|
||||
{
|
||||
PopulateVendors();
|
||||
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
SetVisualStoreTab(VisualStoreTab::Premium);
|
||||
if (GetVisualStorePageCount() > 1) {
|
||||
VisualStoreNextPage();
|
||||
}
|
||||
CloseVisualStore();
|
||||
|
||||
OpenVisualStore(VisualStoreVendor::Smith);
|
||||
EXPECT_EQ(VisualStore.activeTab, VisualStoreTab::Basic)
|
||||
<< "Tab should reset to Basic on re-open";
|
||||
EXPECT_EQ(VisualStore.currentPage, 0u)
|
||||
<< "Page should reset to 0 on re-open";
|
||||
}
|
||||
|
||||
} // namespace
|
||||
} // namespace devilution
|
||||
Reference in New Issue
Block a user