Targeted item actions (action/heal), item.add scenario action, inventory cell Decorate; mod cover
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namespace Cthangover.Mods.Items.Tests
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{
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using System.Collections.Generic;
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using Cthangover.Core.Actions;
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using Cthangover.Core.Items;
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using Cthangover.Core.Mods;
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/// <summary>Action context for scenario action tests: dialog variables and an inventory, no other services.</summary>
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public class FakeActionContext : IActionContext
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{
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/// <summary>Dialog variables returned by <see cref="GetParam"/>.</summary>
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public Dictionary<string, string> Params { get; } = new();
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/// <summary>Warnings the action logged.</summary>
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public List<string> Warnings { get; } = new();
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public IQuestService Quests => null;
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public ICharacterService Character => null;
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public ILightingService Lighting => null;
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public ISceneNodeService Scene => null;
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public IModRegistry ModRegistry => null;
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public IInventory Inventory { get; set; }
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public IMapZoneService Map => null;
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public string GetParam(string name) => Params.TryGetValue(name, out var value) ? value : null;
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public void Log(string category, string message)
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{
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}
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public void LogWarning(string category, string message) => Warnings.Add(message);
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}
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}
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namespace Cthangover.Mods.Items.Tests
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{
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using Cthangover.Core.Characters;
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using Cthangover.Core.Items;
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using Cthangover.Core.Mods.Testing;
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using Cthangover.Core.Settings;
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using Cthangover.Core.Utils;
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/// <summary>
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/// <c>action/heal</c>: the amount comes from the item's <c>heal</c> property, health is
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/// capped at its base value, and an item that does nothing is reported as not used.
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/// </summary>
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public class HealItemActionTests
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{
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private static Item Food(int heal)
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{
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var properties = new PropertyData();
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properties.SetInt(HealItemAction.HealProperty, heal);
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return new Item { ID = "test/food", Properties = properties };
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}
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private static CharacterInfoData Hero(int health, int max)
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{
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var attributes = new CharacterAttributes();
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attributes.Health.Value = health;
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attributes.Health.BaseValue = max;
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return new CharacterInfoData { ID = "hero", Attributes = attributes };
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}
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[ModTest("heal/restores_the_amount")]
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static void RestoresTheAmount(ModTestContext ctx)
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{
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var hero = Hero(10, 24);
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ModAssert.True(new HealItemAction().UseOn(Food(5), hero), "wounded hero is healed");
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ModAssert.Equal(15, hero.Attributes.Health.Value, "10 + 5");
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ModAssert.Equal(24, hero.Attributes.Health.BaseValue, "max unchanged");
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}
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[ModTest("heal/capped_at_max")]
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static void CappedAtMax(ModTestContext ctx)
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{
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var hero = Hero(22, 24);
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ModAssert.True(new HealItemAction().UseOn(Food(20), hero), "partly wounded hero is healed");
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ModAssert.Equal(24, hero.Attributes.Health.Value, "never above max");
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}
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[ModTest("heal/useless_heal_is_not_used")]
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static void UselessHealIsNotUsed(ModTestContext ctx)
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{
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var action = new HealItemAction();
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var full = Hero(24, 24);
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ModAssert.False(action.UseOn(Food(5), full), "full health");
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ModAssert.Equal(24, full.Attributes.Health.Value, "full stays full");
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var fallen = Hero(0, 24);
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ModAssert.False(action.UseOn(Food(5), fallen), "a fallen hero is not revived");
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ModAssert.Equal(0, fallen.Attributes.Health.Value, "fallen stays fallen");
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var wounded = Hero(10, 24);
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ModAssert.False(action.UseOn(Food(0), wounded), "no heal amount");
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ModAssert.False(action.UseOn(new Item { ID = "plain" }, wounded), "no properties");
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ModAssert.False(action.UseOn(Food(5), null), "no target");
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ModAssert.False(action.UseOn(Food(5), new CharacterInfoData { ID = "bare" }), "no attributes");
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ModAssert.False(action.UseAction(Food(5)), "heal needs a target");
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ModAssert.Equal(10, wounded.Attributes.Health.Value, "untouched");
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}
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[ModTest("heal/id")]
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static void Id(ModTestContext ctx)
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{
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ModAssert.Equal("action/heal", new HealItemAction().ID, "item definitions reference this id");
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}
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}
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}
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@@ -0,0 +1,75 @@
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namespace Cthangover.Mods.Items.Tests
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{
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using System.Linq;
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using Cthangover.Core.Items;
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using Cthangover.Core.Mods.Resolvers;
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using Cthangover.Core.Mods.Testing;
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/// <summary><c>action item.add</c> from a scenario: a count defaults to one, a bad one adds nothing.</summary>
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public class ItemAddActionTests
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{
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private static FakeActionContext Context(string id, string count)
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{
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var ctx = new FakeActionContext { Inventory = new Inventory() };
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if (id != null)
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ctx.Params["id"] = id;
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if (count != null)
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ctx.Params["count"] = count;
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return ctx;
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}
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[ModTest("item_add/adds_count")]
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static void AddsCount(ModTestContext test)
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{
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var id = Entities.Collect<ItemInfo>().Keys.First();
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var ctx = Context(id, "3");
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var before = ctx.Inventory.CheckCount(id);
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new ItemAddAction().Run(ctx);
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ModAssert.Equal(before + 3, ctx.Inventory.CheckCount(id), "three added");
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ModAssert.Equal(0, ctx.Warnings.Count, "no warnings");
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}
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[ModTest("item_add/count_defaults_to_one")]
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static void CountDefaultsToOne(ModTestContext test)
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{
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var id = Entities.Collect<ItemInfo>().Keys.First();
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var ctx = Context(id, null);
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var before = ctx.Inventory.CheckCount(id);
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new ItemAddAction().Run(ctx);
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ModAssert.Equal(before + 1, ctx.Inventory.CheckCount(id), "one added");
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}
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[ModTest("item_add/bad_arguments_add_nothing")]
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static void BadArgumentsAddNothing(ModTestContext test)
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{
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var id = Entities.Collect<ItemInfo>().Keys.First();
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foreach (var count in new[] { "0", "-2", "many" })
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{
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var ctx = Context(id, count);
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var before = ctx.Inventory.CheckCount(id);
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new ItemAddAction().Run(ctx);
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ModAssert.Equal(before, ctx.Inventory.CheckCount(id), "count=" + count);
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ModAssert.Equal(1, ctx.Warnings.Count, "warned about count=" + count);
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}
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var noId = Context(null, "1");
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new ItemAddAction().Run(noId);
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ModAssert.Equal(1, noId.Warnings.Count, "warned about the missing id");
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var noInventory = new FakeActionContext();
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noInventory.Params["id"] = id;
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new ItemAddAction().Run(noInventory);
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ModAssert.Equal(1, noInventory.Warnings.Count, "warned about the missing inventory");
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}
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[ModTest("item_add/name")]
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static void Name(ModTestContext test)
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{
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ModAssert.Equal("item.add", new ItemAddAction().Name, "DSL name");
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}
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}
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}
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