eq2go/internal/items/items_test.go

830 lines
19 KiB
Go

package items
import (
"fmt"
"testing"
)
func TestNewItem(t *testing.T) {
item := NewItem()
if item == nil {
t.Fatal("NewItem returned nil")
}
if item.Details.UniqueID <= 0 {
t.Error("New item should have a valid unique ID")
}
if item.Details.Count != 1 {
t.Errorf("Expected count 1, got %d", item.Details.Count)
}
if item.GenericInfo.Condition != DefaultItemCondition {
t.Errorf("Expected condition %d, got %d", DefaultItemCondition, item.GenericInfo.Condition)
}
}
func TestNewItemFromTemplate(t *testing.T) {
// Create template
template := NewItem()
template.Name = "Test Sword"
template.Description = "A test weapon"
template.Details.ItemID = 12345
template.Details.Icon = 100
template.GenericInfo.ItemType = ItemTypeWeapon
template.WeaponInfo = &WeaponInfo{
WieldType: ItemWieldTypeSingle,
DamageLow1: 10,
DamageHigh1: 20,
Delay: 30,
Rating: 1.5,
}
// Create from template
item := NewItemFromTemplate(template)
if item == nil {
t.Fatal("NewItemFromTemplate returned nil")
}
if item.Name != template.Name {
t.Errorf("Expected name %s, got %s", template.Name, item.Name)
}
if item.Details.ItemID != template.Details.ItemID {
t.Errorf("Expected item ID %d, got %d", template.Details.ItemID, item.Details.ItemID)
}
if item.Details.UniqueID == template.Details.UniqueID {
t.Error("New item should have different unique ID from template")
}
if item.WeaponInfo == nil {
t.Fatal("Weapon info should be copied")
}
if item.WeaponInfo.DamageLow1 != template.WeaponInfo.DamageLow1 {
t.Errorf("Expected damage %d, got %d", template.WeaponInfo.DamageLow1, item.WeaponInfo.DamageLow1)
}
}
func TestItemCopy(t *testing.T) {
original := NewItem()
original.Name = "Original Item"
original.Details.ItemID = 999
original.AddStat(&ItemStat{
StatName: "Strength",
StatType: ItemStatStr,
Value: 10,
})
copy := original.Copy()
if copy == nil {
t.Fatal("Copy returned nil")
}
if copy.Name != original.Name {
t.Errorf("Expected name %s, got %s", original.Name, copy.Name)
}
if copy.Details.UniqueID == original.Details.UniqueID {
t.Error("Copy should have different unique ID")
}
if len(copy.ItemStats) != len(original.ItemStats) {
t.Errorf("Expected %d stats, got %d", len(original.ItemStats), len(copy.ItemStats))
}
// Test nil copy
var nilItem *Item
nilCopy := nilItem.Copy()
if nilCopy != nil {
t.Error("Copy of nil should return nil")
}
}
func TestItemValidation(t *testing.T) {
// Valid item
item := NewItem()
item.Name = "Valid Item"
item.Details.ItemID = 100
result := item.Validate()
if !result.Valid {
t.Errorf("Valid item should pass validation: %v", result.Errors)
}
// Invalid item - no name
invalidItem := NewItem()
invalidItem.Details.ItemID = 100
result = invalidItem.Validate()
if result.Valid {
t.Error("Item without name should fail validation")
}
// Invalid item - negative count
invalidItem2 := NewItem()
invalidItem2.Name = "Invalid Item"
invalidItem2.Details.ItemID = 100
invalidItem2.Details.Count = -1
result = invalidItem2.Validate()
if result.Valid {
t.Error("Item with negative count should fail validation")
}
}
func TestItemStats(t *testing.T) {
item := NewItem()
// Add a stat
stat := &ItemStat{
StatName: "Strength",
StatType: ItemStatStr,
Value: 15,
Level: 1,
}
item.AddStat(stat)
if len(item.ItemStats) != 1 {
t.Errorf("Expected 1 stat, got %d", len(item.ItemStats))
}
// Check if item has stat
if !item.HasStat(0, "Strength") {
t.Error("Item should have Strength stat")
}
if !item.HasStat(uint32(ItemStatStr), "") {
t.Error("Item should have STR stat by ID")
}
if item.HasStat(0, "Nonexistent") {
t.Error("Item should not have nonexistent stat")
}
// Add stat by values
item.AddStatByValues(ItemStatAgi, 0, 10, 1, "Agility")
if len(item.ItemStats) != 2 {
t.Errorf("Expected 2 stats, got %d", len(item.ItemStats))
}
}
func TestItemFlags(t *testing.T) {
item := NewItem()
// Set flags
item.GenericInfo.ItemFlags = Attuned | NoTrade
item.GenericInfo.ItemFlags2 = Heirloom | Ornate
// Test flag checking
if !item.CheckFlag(Attuned) {
t.Error("Item should be attuned")
}
if !item.CheckFlag(NoTrade) {
t.Error("Item should be no-trade")
}
if item.CheckFlag(Lore) {
t.Error("Item should not be lore")
}
if !item.CheckFlag2(Heirloom) {
t.Error("Item should be heirloom")
}
if !item.CheckFlag2(Ornate) {
t.Error("Item should be ornate")
}
if item.CheckFlag2(Refined) {
t.Error("Item should not be refined")
}
}
func TestItemLocking(t *testing.T) {
item := NewItem()
// Item should not be locked initially
if item.IsItemLocked() {
t.Error("New item should not be locked")
}
// Lock for crafting
if !item.TryLockItem(LockReasonCrafting) {
t.Error("Should be able to lock item for crafting")
}
if !item.IsItemLocked() {
t.Error("Item should be locked")
}
if !item.IsItemLockedFor(LockReasonCrafting) {
t.Error("Item should be locked for crafting")
}
if item.IsItemLockedFor(LockReasonHouse) {
t.Error("Item should not be locked for house")
}
// Try to lock for another reason while already locked
if item.TryLockItem(LockReasonHouse) {
t.Error("Should not be able to lock for different reason")
}
// Unlock
if !item.TryUnlockItem(LockReasonCrafting) {
t.Error("Should be able to unlock item")
}
if item.IsItemLocked() {
t.Error("Item should not be locked after unlock")
}
}
func TestItemTypes(t *testing.T) {
item := NewItem()
// Test weapon
item.GenericInfo.ItemType = ItemTypeWeapon
if !item.IsWeapon() {
t.Error("Item should be a weapon")
}
if item.IsArmor() {
t.Error("Item should not be armor")
}
// Test armor
item.GenericInfo.ItemType = ItemTypeArmor
if !item.IsArmor() {
t.Error("Item should be armor")
}
if item.IsWeapon() {
t.Error("Item should not be a weapon")
}
// Test bag
item.GenericInfo.ItemType = ItemTypeBag
if !item.IsBag() {
t.Error("Item should be a bag")
}
// Test food
item.GenericInfo.ItemType = ItemTypeFood
item.FoodInfo = &FoodInfo{Type: 1} // Food
if !item.IsFood() {
t.Error("Item should be food")
}
if !item.IsFoodFood() {
t.Error("Item should be food (not drink)")
}
if item.IsFoodDrink() {
t.Error("Item should not be drink")
}
// Test drink
item.FoodInfo.Type = 0 // Drink
if !item.IsFoodDrink() {
t.Error("Item should be drink")
}
if item.IsFoodFood() {
t.Error("Item should not be food")
}
}
func TestMasterItemList(t *testing.T) {
masterList := NewMasterItemList()
if masterList == nil {
t.Fatal("NewMasterItemList returned nil")
}
// Initial state
if masterList.GetItemCount() != 0 {
t.Error("New master list should be empty")
}
// Add item
item := NewItem()
item.Name = "Test Item"
item.Details.ItemID = 12345
masterList.AddItem(item)
if masterList.GetItemCount() != 1 {
t.Errorf("Expected 1 item, got %d", masterList.GetItemCount())
}
// Get item
retrieved := masterList.GetItem(12345)
if retrieved == nil {
t.Fatal("GetItem returned nil")
}
if retrieved.Name != item.Name {
t.Errorf("Expected name %s, got %s", item.Name, retrieved.Name)
}
// Get by name
byName := masterList.GetItemByName("Test Item")
if byName == nil {
t.Fatal("GetItemByName returned nil")
}
if byName.Details.ItemID != item.Details.ItemID {
t.Errorf("Expected item ID %d, got %d", item.Details.ItemID, byName.Details.ItemID)
}
// Get non-existent item
nonExistent := masterList.GetItem(99999)
if nonExistent != nil {
t.Error("GetItem should return nil for non-existent item")
}
// Test stats
stats := masterList.GetStats()
if stats.TotalItems != 1 {
t.Errorf("Expected 1 total item, got %d", stats.TotalItems)
}
}
func TestMasterItemListStatMapping(t *testing.T) {
masterList := NewMasterItemList()
// Test getting stat ID by name
strID := masterList.GetItemStatIDByName("strength")
if strID == 0 {
t.Error("Should find strength stat ID")
}
// Test getting stat name by ID
strName := masterList.GetItemStatNameByID(ItemStatStr)
if strName == "" {
t.Error("Should find stat name for STR")
}
// Add custom stat mapping
masterList.AddMappedItemStat(9999, "custom stat")
customID := masterList.GetItemStatIDByName("custom stat")
if customID != 9999 {
t.Errorf("Expected custom stat ID 9999, got %d", customID)
}
customName := masterList.GetItemStatNameByID(9999)
if customName != "custom stat" {
t.Errorf("Expected 'custom stat', got '%s'", customName)
}
}
func TestPlayerItemList(t *testing.T) {
playerList := NewPlayerItemList()
if playerList == nil {
t.Fatal("NewPlayerItemList returned nil")
}
// Initial state
if playerList.GetNumberOfItems() != 0 {
t.Error("New player list should be empty")
}
// Create test item
item := NewItem()
item.Name = "Player Item"
item.Details.ItemID = 1001
item.Details.BagID = 0
item.Details.SlotID = 0
// Add item
if !playerList.AddItem(item) {
t.Error("Should be able to add item")
}
if playerList.GetNumberOfItems() != 1 {
t.Errorf("Expected 1 item, got %d", playerList.GetNumberOfItems())
}
// Get item
retrieved := playerList.GetItem(0, 0, BaseEquipment)
if retrieved == nil {
t.Fatal("GetItem returned nil")
}
if retrieved.Name != item.Name {
t.Errorf("Expected name %s, got %s", item.Name, retrieved.Name)
}
// Test HasItem
if !playerList.HasItem(1001, false) {
t.Error("Player should have item 1001")
}
if playerList.HasItem(9999, false) {
t.Error("Player should not have item 9999")
}
// Remove item
playerList.RemoveItem(item, true, true)
if playerList.GetNumberOfItems() != 0 {
t.Errorf("Expected 0 items after removal, got %d", playerList.GetNumberOfItems())
}
}
func TestPlayerItemListOverflow(t *testing.T) {
playerList := NewPlayerItemList()
// Add item to overflow
item := NewItem()
item.Name = "Overflow Item"
item.Details.ItemID = 2001
if !playerList.AddOverflowItem(item) {
t.Error("Should be able to add overflow item")
}
// Check overflow
overflowItem := playerList.GetOverflowItem()
if overflowItem == nil {
t.Fatal("GetOverflowItem returned nil")
}
if overflowItem.Name != item.Name {
t.Errorf("Expected name %s, got %s", item.Name, overflowItem.Name)
}
// Get all overflow items
overflowItems := playerList.GetOverflowItemList()
if len(overflowItems) != 1 {
t.Errorf("Expected 1 overflow item, got %d", len(overflowItems))
}
// Remove overflow item
playerList.RemoveOverflowItem(item)
overflowItems = playerList.GetOverflowItemList()
if len(overflowItems) != 0 {
t.Errorf("Expected 0 overflow items, got %d", len(overflowItems))
}
}
func TestEquipmentItemList(t *testing.T) {
equipment := NewEquipmentItemList()
if equipment == nil {
t.Fatal("NewEquipmentItemList returned nil")
}
// Initial state
if equipment.GetNumberOfItems() != 0 {
t.Error("New equipment list should be empty")
}
// Create test weapon
weapon := NewItem()
weapon.Name = "Test Sword"
weapon.Details.ItemID = 3001
weapon.GenericInfo.ItemType = ItemTypeWeapon
weapon.AddSlot(EQ2PrimarySlot)
// Equip weapon
if !equipment.AddItem(EQ2PrimarySlot, weapon) {
t.Error("Should be able to equip weapon")
}
if equipment.GetNumberOfItems() != 1 {
t.Errorf("Expected 1 equipped item, got %d", equipment.GetNumberOfItems())
}
// Get equipped weapon
equippedWeapon := equipment.GetItem(EQ2PrimarySlot)
if equippedWeapon == nil {
t.Fatal("GetItem returned nil")
}
if equippedWeapon.Name != weapon.Name {
t.Errorf("Expected name %s, got %s", weapon.Name, equippedWeapon.Name)
}
// Test equipment queries
if !equipment.HasItem(3001) {
t.Error("Equipment should have item 3001")
}
if !equipment.HasWeaponEquipped() {
t.Error("Equipment should have weapon equipped")
}
weapons := equipment.GetWeapons()
if len(weapons) != 1 {
t.Errorf("Expected 1 weapon, got %d", len(weapons))
}
// Remove weapon
equipment.RemoveItem(EQ2PrimarySlot, false)
if equipment.GetNumberOfItems() != 0 {
t.Errorf("Expected 0 items after removal, got %d", equipment.GetNumberOfItems())
}
}
func TestEquipmentValidation(t *testing.T) {
equipment := NewEquipmentItemList()
// Create invalid item (no name)
invalidItem := NewItem()
invalidItem.Details.ItemID = 4001
invalidItem.AddSlot(EQ2HeadSlot)
equipment.SetItem(EQ2HeadSlot, invalidItem, false)
result := equipment.ValidateEquipment()
if result.Valid {
t.Error("Equipment with invalid item should fail validation")
}
// Create item that can't be equipped in the slot
wrongSlotItem := NewItem()
wrongSlotItem.Name = "Wrong Slot Item"
wrongSlotItem.Details.ItemID = 4002
wrongSlotItem.AddSlot(EQ2ChestSlot) // Can only go in chest
equipment.SetItem(EQ2HeadSlot, wrongSlotItem, false)
result = equipment.ValidateEquipment()
if result.Valid {
t.Error("Equipment with wrong slot item should fail validation")
}
}
func TestItemSystemAdapter(t *testing.T) {
// Create dependencies
masterList := NewMasterItemList()
spellManager := NewMockSpellManager()
// Add a test spell
spellManager.AddMockSpell(1001, "Test Spell", 100, 1, "A test spell")
adapter := NewItemSystemAdapter(
masterList,
spellManager,
nil, // playerManager
nil, // packetManager
nil, // ruleManager
nil, // databaseService
nil, // questManager
nil, // brokerManager
nil, // craftingManager
nil, // housingManager
nil, // lootManager
)
if adapter == nil {
t.Fatal("NewItemSystemAdapter returned nil")
}
// Test stats
stats := adapter.GetSystemStats()
if stats == nil {
t.Error("GetSystemStats should not return nil")
}
totalTemplates, ok := stats["total_item_templates"].(int32)
if !ok || totalTemplates != 0 {
t.Errorf("Expected 0 total templates, got %v", stats["total_item_templates"])
}
}
func TestItemBrokerChecks(t *testing.T) {
masterList := NewMasterItemList()
// Create weapon
weapon := NewItem()
weapon.Name = "Test Weapon"
weapon.GenericInfo.ItemType = ItemTypeWeapon
weapon.AddSlot(EQ2PrimarySlot)
// Test broker type checks
if !masterList.ShouldAddItemBrokerSlot(weapon, ItemBrokerSlotPrimary) {
t.Error("Weapon should match primary slot broker type")
}
if masterList.ShouldAddItemBrokerSlot(weapon, ItemBrokerSlotHead) {
t.Error("Weapon should not match head slot broker type")
}
// Create armor with stats
armor := NewItem()
armor.Name = "Test Armor"
armor.GenericInfo.ItemType = ItemTypeArmor
armor.AddStat(&ItemStat{
StatName: "Strength",
StatType: ItemStatStr,
Value: 10,
})
if !masterList.ShouldAddItemBrokerStat(armor, ItemBrokerStatTypeStr) {
t.Error("Armor should match STR stat broker type")
}
if masterList.ShouldAddItemBrokerStat(armor, ItemBrokerStatTypeInt) {
t.Error("Armor should not match INT stat broker type")
}
}
func TestItemSearchCriteria(t *testing.T) {
masterList := NewMasterItemList()
// Add test items
sword := NewItem()
sword.Name = "Steel Sword"
sword.Details.ItemID = 5001
sword.Details.Tier = 1
sword.Details.RecommendedLevel = 10
sword.GenericInfo.ItemType = ItemTypeWeapon
sword.BrokerPrice = 1000
armor := NewItem()
armor.Name = "Iron Armor"
armor.Details.ItemID = 5002
armor.Details.Tier = 2
armor.Details.RecommendedLevel = 15
armor.GenericInfo.ItemType = ItemTypeArmor
armor.BrokerPrice = 2000
masterList.AddItem(sword)
masterList.AddItem(armor)
// Search by name
criteria := &ItemSearchCriteria{
Name: "sword",
}
results := masterList.GetItems(criteria)
if len(results) != 1 {
t.Errorf("Expected 1 result for sword search, got %d", len(results))
}
if results[0].Name != sword.Name {
t.Errorf("Expected %s, got %s", sword.Name, results[0].Name)
}
// Search by price range
criteria = &ItemSearchCriteria{
MinPrice: 1500,
MaxPrice: 2500,
}
results = masterList.GetItems(criteria)
if len(results) != 1 {
t.Errorf("Expected 1 result for price search, got %d", len(results))
}
if results[0].Name != armor.Name {
t.Errorf("Expected %s, got %s", armor.Name, results[0].Name)
}
// Search by tier
criteria = &ItemSearchCriteria{
MinTier: 2,
MaxTier: 2,
}
results = masterList.GetItems(criteria)
if len(results) != 1 {
t.Errorf("Expected 1 result for tier search, got %d", len(results))
}
// Search with no matches
criteria = &ItemSearchCriteria{
Name: "nonexistent",
}
results = masterList.GetItems(criteria)
if len(results) != 0 {
t.Errorf("Expected 0 results for nonexistent search, got %d", len(results))
}
}
func TestNextUniqueID(t *testing.T) {
id1 := NextUniqueID()
id2 := NextUniqueID()
if id1 == id2 {
t.Error("NextUniqueID should return different IDs")
}
if id2 != id1+1 {
t.Errorf("Expected ID2 to be ID1+1, got %d and %d", id1, id2)
}
}
func TestItemError(t *testing.T) {
err := NewItemError("test error")
if err == nil {
t.Fatal("NewItemError returned nil")
}
if err.Error() != "test error" {
t.Errorf("Expected 'test error', got '%s'", err.Error())
}
if !IsItemError(err) {
t.Error("Should identify as item error")
}
// Test with non-item error
if IsItemError(fmt.Errorf("not an item error")) {
t.Error("Should not identify as item error")
}
}
func TestConstants(t *testing.T) {
// Test slot constants
if EQ2PrimarySlot != 0 {
t.Errorf("Expected EQ2PrimarySlot to be 0, got %d", EQ2PrimarySlot)
}
if NumSlots != 25 {
t.Errorf("Expected NumSlots to be 25, got %d", NumSlots)
}
// Test item type constants
if ItemTypeWeapon != 1 {
t.Errorf("Expected ItemTypeWeapon to be 1, got %d", ItemTypeWeapon)
}
// Test flag constants
if Attuned != 1 {
t.Errorf("Expected Attuned to be 1, got %d", Attuned)
}
// Test stat constants
if ItemStatStr != 0 {
t.Errorf("Expected ItemStatStr to be 0, got %d", ItemStatStr)
}
}
func BenchmarkItemCreation(b *testing.B) {
for i := 0; i < b.N; i++ {
item := NewItem()
item.Name = "Benchmark Item"
item.Details.ItemID = int32(i)
}
}
func BenchmarkMasterItemListAccess(b *testing.B) {
masterList := NewMasterItemList()
// Add test items
for i := 0; i < 1000; i++ {
item := NewItem()
item.Name = fmt.Sprintf("Item %d", i)
item.Details.ItemID = int32(i + 1000)
masterList.AddItem(item)
}
b.ResetTimer()
for i := 0; i < b.N; i++ {
masterList.GetItem(int32((i % 1000) + 1000))
}
}
func BenchmarkPlayerItemListAdd(b *testing.B) {
playerList := NewPlayerItemList()
b.ResetTimer()
for i := 0; i < b.N; i++ {
item := NewItem()
item.Name = fmt.Sprintf("Item %d", i)
item.Details.ItemID = int32(i)
item.Details.BagID = int32(i % 6)
item.Details.SlotID = int16(i % 20)
playerList.AddItem(item)
}
}
func BenchmarkEquipmentBonusCalculation(b *testing.B) {
equipment := NewEquipmentItemList()
// Add some equipped items with stats
for slot := 0; slot < 10; slot++ {
item := NewItem()
item.Name = fmt.Sprintf("Equipment %d", slot)
item.Details.ItemID = int32(slot + 6000)
item.AddSlot(int8(slot))
// Add some stats
item.AddStat(&ItemStat{StatType: ItemStatStr, Value: 10})
item.AddStat(&ItemStat{StatType: ItemStatAgi, Value: 5})
item.AddStat(&ItemStat{StatType: ItemStatHealth, Value: 100})
equipment.SetItem(int8(slot), item, false)
}
b.ResetTimer()
for i := 0; i < b.N; i++ {
equipment.CalculateEquipmentBonuses()
}
}