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itemname_test.cpp
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itemname_test.cpp
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#include <iosfwd>
#include <set>
#include <string>
#include "calendar.h"
#include "cata_catch.h"
#include "character.h"
#include "flag.h"
#include "item.h"
#include "item_pocket.h"
#include "player_helpers.h"
#include "ret_val.h"
#include "type_id.h"
static const trait_id trait_HUGE_OK( "HUGE_OK" );
static const trait_id trait_SMALL_OK( "SMALL_OK" );
TEST_CASE( "item sizing display", "[item][iteminfo][display_name][sizing]" )
{
Character &player_character = get_player_character();
GIVEN( "player is a normal size" ) {
player_character.clear_mutations();
WHEN( "the item is a normal size" ) {
std::string name = item( "bookplate" ).display_name();
THEN( "the item name has no qualifier" ) {
CHECK( name == "<color_c_light_green>||</color>\u00A0bookplate" );
}
}
WHEN( "the item is oversized" ) {
std::string name = item( "bootsheath" ).display_name();
THEN( "the item name has no qualifier" ) {
CHECK( name == "<color_c_light_green>||</color>\u00A0ankle sheath" );
}
}
WHEN( "the item is undersized" ) {
item i = item( "tunic" );
i.set_flag( flag_UNDERSIZE );
i.set_flag( flag_FIT );
std::string name = i.display_name();
THEN( "we have the correct sizing" ) {
const item::sizing sizing_level = i.get_sizing( player_character );
CHECK( sizing_level == item::sizing::small_sized_human_char );
}
THEN( "the item name says its too small" ) {
CHECK( name == "<color_c_light_green>||</color>\u00A0tunic (too small)" );
}
}
}
GIVEN( "player is a huge size" ) {
player_character.clear_mutations();
player_character.toggle_trait( trait_HUGE_OK );
WHEN( "the item is a normal size" ) {
std::string name = item( "bookplate" ).display_name();
THEN( "the item name says its too small" ) {
CHECK( name == "<color_c_light_green>||</color>\u00A0bookplate (too small)" );
}
}
WHEN( "the item is oversized" ) {
std::string name = item( "bootsheath" ).display_name();
THEN( "the item name has no qualifier" ) {
CHECK( name == "<color_c_light_green>||</color>\u00A0ankle sheath" );
}
}
WHEN( "the item is undersized" ) {
item i = item( "tunic" );
i.set_flag( flag_UNDERSIZE );
i.set_flag( flag_FIT );
std::string name = i.display_name();
THEN( "we have the correct sizing" ) {
const item::sizing sizing_level = i.get_sizing( player_character );
CHECK( sizing_level == item::sizing::small_sized_big_char );
}
THEN( "the item name says its tiny" ) {
CHECK( name == "<color_c_light_green>||</color>\u00A0tunic (tiny!)" );
}
}
}
GIVEN( "player is a small size" ) {
player_character.clear_mutations();
player_character.toggle_trait( trait_SMALL_OK );
WHEN( "the item is a normal size" ) {
std::string name = item( "bookplate" ).display_name();
THEN( "the item name says its too big" ) {
CHECK( name == "<color_c_light_green>||</color>\u00A0bookplate (too big)" );
}
}
WHEN( "the item is oversized" ) {
std::string name = item( "bootsheath" ).display_name();
THEN( "the item name has no qualifier" ) {
CHECK( name == "<color_c_light_green>||</color>\u00A0ankle sheath (huge!)" );
}
}
WHEN( "the item is undersized" ) {
item i = item( "tunic" );
i.set_flag( flag_UNDERSIZE );
i.set_flag( flag_FIT );
std::string name = i.display_name();
THEN( "we have the correct sizing" ) {
const item::sizing sizing_level = i.get_sizing( player_character );
CHECK( sizing_level == item::sizing::small_sized_small_char );
}
THEN( "the item name has no qualifier" ) {
CHECK( name == "<color_c_light_green>||</color>\u00A0tunic" );
}
}
}
}
TEST_CASE( "display name includes item contents", "[item][display_name][contents]" )
{
clear_avatar();
item arrow( "test_arrow_wood", calendar::turn_zero, item::default_charges_tag{} );
// Arrows are ammo with a default count of 10
REQUIRE( arrow.is_ammo() );
REQUIRE( arrow.count() == 10 );
item quiver( "test_quiver" );
// Quivers are not magazines, nor do they have magazines
REQUIRE_FALSE( quiver.is_magazine() );
REQUIRE_FALSE( quiver.magazine_current() );
// But they do have ammo types and can contain ammo
REQUIRE_FALSE( quiver.ammo_types().empty() );
REQUIRE( quiver.can_contain( arrow ).success() );
// Check empty quiver display
CHECK( quiver.display_name() ==
"<color_c_light_green>||</color>\u00A0"
"test quiver (0)" );
// Insert one arrow
quiver.put_in( arrow, item_pocket::pocket_type::CONTAINER );
// Expect 1 arrow remaining and displayed
CHECK( quiver.ammo_remaining() == 10 );
CHECK( quiver.display_name() ==
"<color_c_light_green>||</color>\u00A0"
"test quiver > test wooden broadhead arrows (10)" );
}