using AcDream.Core.Items;
using AcDream.Runtime.Gameplay;
namespace AcDream.Runtime.Tests.Gameplay;
///
/// Slice 6.1 — in isolation: the
/// diff/materialize/retire logic against a bare +
/// pair, independent of the wire parse
/// ( covers the end-to-end
/// ApproachVendor path).
///
public sealed class VendorShopItemMaterializerTests
{
private const uint VendorGuid = 0x40001000u;
private const uint OtherVendorGuid = 0x40002000u;
private const uint ItemA = 0x50002000u;
private const uint ItemB = 0x50002001u;
private static VendorShopItem Item(uint guid, string name = "Item", int? descStackSize = null) =>
new(guid, StackSize: -1, WeenieClassId: 1u, Name: name, ItemType: (uint)ItemType.Misc,
IconId: 0x1234u, Value: 10, DescStackSize: descStackSize);
[Fact]
public void Apply_MaterializesEachShopItemWithVendorAsContainer()
{
var vendor = new VendorState();
var objects = new ClientObjectTable();
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Iron Sword"), Item(ItemB, "Bread") });
ClientObject? a = objects.Get(ItemA);
ClientObject? b = objects.Get(ItemB);
Assert.NotNull(a);
Assert.NotNull(b);
Assert.Equal(VendorGuid, a!.ContainerId);
Assert.Equal(VendorGuid, b!.ContainerId);
Assert.Equal("Iron Sword", a.Name);
Assert.Equal(2, materializer.OwnedCount);
Assert.True(materializer.Owns(ItemA));
Assert.True(materializer.Owns(ItemB));
}
[Fact]
public void Close_RemovesEveryMaterializedItem()
{
var vendor = new VendorState();
var objects = new ClientObjectTable();
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[] { Item(ItemA), Item(ItemB) });
vendor.Close();
Assert.Null(objects.Get(ItemA));
Assert.Null(objects.Get(ItemB));
Assert.Equal(0, materializer.OwnedCount);
}
[Fact]
public void Reset_RemovesEveryMaterializedItem()
{
var vendor = new VendorState();
var objects = new ClientObjectTable();
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[] { Item(ItemA) });
vendor.Reset();
Assert.Null(objects.Get(ItemA));
Assert.Equal(0, materializer.OwnedCount);
}
[Fact]
public void DifferentVendorSupersedes_RemovesPriorVendorsItemsBeforeMaterializingTheNewOnes()
{
var vendor = new VendorState();
var objects = new ClientObjectTable();
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "First Vendor Item") });
Assert.NotNull(objects.Get(ItemA));
const uint NewItem = 0x50003000u;
vendor.Apply(OtherVendorGuid, default, new[] { Item(NewItem, "Second Vendor Item") });
Assert.Null(objects.Get(ItemA));
ClientObject? replacement = objects.Get(NewItem);
Assert.NotNull(replacement);
Assert.Equal(OtherVendorGuid, replacement!.ContainerId);
Assert.Equal(1, materializer.OwnedCount);
}
[Fact]
public void Refreshed_SameVendor_DoesNotFireObjectRemovedForStillListedItems()
{
// A same-vendor re-approach (post-buy refresh) must not remove+
// re-add a guid that's still in stock -- see the class doc's "diff,
// not blanket remove-then-reinsert" rationale. A UI panel holding
// the guid (an open appraisal window) would see a false "it's gone"
// notice if this regressed to blanket removal.
var vendor = new VendorState();
var objects = new ClientObjectTable();
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Chainmail") });
var removed = new List();
objects.ObjectRemoved += o => removed.Add(o.ObjectId);
// Same vendor id re-approaches with the SAME item guid still listed
// (e.g. a post-buy refresh where this item wasn't the one bought)
// but with a refreshed field value.
vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Chainmail", descStackSize: 5) });
Assert.Empty(removed);
Assert.Equal(1, materializer.OwnedCount);
Assert.Equal(5, objects.Get(ItemA)!.StackSize);
}
[Fact]
public void Refreshed_ItemNoLongerListed_IsRemoved()
{
// A unique item sold out (bought up / delisted) between one
// ApproachVendor and the next same-vendor refresh.
var vendor = new VendorState();
var objects = new ClientObjectTable();
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[] { Item(ItemA), Item(ItemB) });
vendor.Apply(VendorGuid, default, new[] { Item(ItemB) });
Assert.Null(objects.Get(ItemA));
Assert.NotNull(objects.Get(ItemB));
Assert.Equal(1, materializer.OwnedCount);
}
[Fact]
public void CollidingGuid_AlreadyOwnedBySomethingElse_IsNeverClobbered()
{
// The Slice 6.1 collision policy: ACE's UniqueItemsForSale can list
// the EXACT guid a player last held (e.g. a sold-off item, or --
// worst case -- any other collision). If that guid is already in
// ClientObjectTable for a reason this materializer did not itself
// create, it must be left completely untouched, not silently
// reparented into the vendor's container.
var vendor = new VendorState();
var objects = new ClientObjectTable();
// Simulate a pre-existing, non-vendor-owned object at this guid --
// e.g. a live entity, or an item still sitting in someone's
// inventory/equipment.
const uint LiveOwner = 0x60000001u;
objects.AddOrUpdate(new ClientObject
{
ObjectId = ItemA,
Name = "Definitely Not A Shop Item",
ContainerId = LiveOwner,
});
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Shop Listing With A Colliding Guid") });
ClientObject? survivor = objects.Get(ItemA);
Assert.NotNull(survivor);
Assert.Equal("Definitely Not A Shop Item", survivor!.Name);
Assert.Equal(LiveOwner, survivor.ContainerId);
Assert.False(materializer.Owns(ItemA));
Assert.Equal(0, materializer.OwnedCount);
// The collision guid must also survive session close -- since this
// materializer never claimed it, it must never remove it either.
vendor.Close();
Assert.NotNull(objects.Get(ItemA));
}
[Fact]
public void Dispose_UnsubscribesFromVendorChanged()
{
var vendor = new VendorState();
var objects = new ClientObjectTable();
var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[] { Item(ItemA) });
Assert.NotNull(objects.Get(ItemA));
materializer.Dispose();
// No further reaction once disposed -- a Close() after disposal
// must not throw and must not touch the table (nothing left
// subscribed to react).
vendor.Close();
Assert.NotNull(objects.Get(ItemA));
}
}