package player // Regression coverage for the inventory slot accounting helpers: the capacity // is a named constant, FirstFreeSlot stays inside it, and FreeSlots ignores // entries a corrupt save can carry that no gameplay path can free. import "testing" func TestMaxInventorySlotsMatchesSlotHelpers(t *testing.T) { if MaxInventorySlots != 28 { t.Fatalf("MaxInventorySlots = %d, want 28 (on-disk capacity)", MaxInventorySlots) } p := New("alice") if got := p.FreeSlots(); got != MaxInventorySlots { t.Fatalf("empty inventory free slots = %d, want %d", got, MaxInventorySlots) } if got := p.FirstFreeSlot(); got != 0 { t.Fatalf("empty inventory first free slot = %d, want 0", got) } // The last valid slot is addressable, and the first free slot walks up to // the capacity and only then fails. for i := 0; i < MaxInventorySlots-1; i++ { p.SetInvSlot(i, &InventorySlot{ItemID: "rock", Quantity: 1}) } if got := p.FirstFreeSlot(); got != MaxInventorySlots-1 { t.Fatalf("first free slot = %d, want %d", got, MaxInventorySlots-1) } if got := p.FreeSlots(); got != 1 { t.Fatalf("free slots = %d, want 1", got) } p.SetInvSlot(MaxInventorySlots-1, &InventorySlot{ItemID: "rock", Quantity: 1}) if got := p.FirstFreeSlot(); got != -1 { t.Fatalf("full inventory first free slot = %d, want -1", got) } if got := p.FreeSlots(); got != 0 { t.Fatalf("full inventory free slots = %d, want 0", got) } } // TestFreeSlotsIgnoresInvalidEntries: out-of-range keys (a negative one, and // one past the capacity) and nil-valued entries must not consume capacity or // drive the count negative, while the valid slots keep counting exactly as // before. func TestFreeSlotsIgnoresInvalidEntries(t *testing.T) { p := New("alice") p.Inventory = map[int]*InventorySlot{ -1: {ItemID: "rock", Quantity: 1}, MaxInventorySlots: {ItemID: "rock", Quantity: 1}, MaxInventorySlots + 5: {ItemID: "rock", Quantity: 1}, 3: nil, // an explicitly nil entry frees its slot 7: {ItemID: "rock", Quantity: 1}, } if got := p.FreeSlots(); got != MaxInventorySlots-1 { t.Fatalf("free slots with invalid entries = %d, want %d", got, MaxInventorySlots-1) } if got := p.FirstFreeSlot(); got != 0 { t.Fatalf("first free slot = %d, want 0", got) } // Only valid, non-nil slots are occupied: with every in-range slot filled // the invalid keys must not make the count negative. p.Inventory = make(map[int]*InventorySlot, MaxInventorySlots+2) for i := 0; i < MaxInventorySlots; i++ { p.Inventory[i] = &InventorySlot{ItemID: "rock", Quantity: 1} } p.Inventory[-7] = &InventorySlot{ItemID: "rock", Quantity: 1} p.Inventory[99] = &InventorySlot{ItemID: "rock", Quantity: 1} if got := p.FreeSlots(); got != 0 { t.Fatalf("free slots of a full inventory with stray keys = %d, want 0", got) } if got := p.FirstFreeSlot(); got != -1 { t.Fatalf("first free slot of a full inventory with stray keys = %d, want -1", got) } } func TestFreeSlotsCountsValidSlotsLikeLength(t *testing.T) { p := New("alice") for _, i := range []int{0, 5, 27} { p.SetInvSlot(i, &InventorySlot{ItemID: "rock", Quantity: 1}) } if got, want := p.FreeSlots(), MaxInventorySlots-3; got != want { t.Fatalf("free slots = %d, want %d", got, want) } }