The next little game in the series where I make a fancy rogue game.
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roguish/tests/inventory.cpp

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1.5 KiB

#include <catch2/catch_test_macros.hpp>
#include <fmt/core.h>
#include <string>
#include "rand.hpp"
#include <nlohmann/json.hpp>
#include <fstream>
#include "components.hpp"
#include "dinkyecs.hpp"
#include "save.hpp"
#include "systems.hpp"
using namespace nlohmann;
using namespace fmt;
using std::string;
using namespace components;
DinkyECS::Entity add_items(DinkyECS::World &world, GameConfig &config) {
auto sword = world.entity();
world.set<InventoryItem>(sword, {1, config.items["SWORD_RUSTY"]});
world.set<Tile>(sword, {config.items["SWORD_RUSTY"]["display"]});
return sword;
}
TEST_CASE("basic inventory test", "[inventory]") {
DinkyECS::World world;
save::load_configs(world);
auto& config = world.get_the<GameConfig>();
auto sword = add_items(world, config);
auto player = world.entity();
world.set<Inventory>(player, {});
auto &inventory = world.get<Inventory>(player);
System::pickup(world, player, sword);
REQUIRE(inventory.count() == 1);
// get the item and confirm there is 1
auto &item1 = inventory.get(0);
REQUIRE(item1.count == 1);
System::pickup(world, player, sword);
System::pickup(world, player, sword);
System::pickup(world, player, sword);
REQUIRE(inventory.count() == 1);
REQUIRE(item1.count == 4);
inventory.decrease(0, 1);
REQUIRE(item1.count == 3);
inventory.decrease(0, 2);
REQUIRE(item1.count == 1);
bool active = inventory.decrease(0, 1);
REQUIRE(item1.count == 0);
REQUIRE(active == false);
inventory.erase_item(0);
REQUIRE(inventory.count() == 0);
}