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 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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