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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)
}
}
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