Gather all enchantment info into a single place
This also resolves several TODO notes about duplicate code and makes cPresetItem::ability an eEnchant
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@@ -86,7 +86,7 @@ TEST_CASE("Converting legacy town data") {
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CHECK(town.preset_items[0].loc == loc(7,8));
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CHECK(town.preset_items[0].code == 3);
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CHECK(town.preset_items[0].charges == 9);
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CHECK(town.preset_items[0].ability == -1);
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CHECK(town.preset_items[0].ability == eEnchant::NONE);
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CHECK(town.preset_items[0].always_there);
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CHECK(town.preset_items[0].property);
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CHECK(town.preset_items[0].contained);
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@@ -169,7 +169,7 @@ TEST_CASE("Loading a town definition") {
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CHECK(town->spec_strs[7] == "Here is a town string.");
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REQUIRE(town->preset_items.size() >= 3);
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CHECK(town->preset_items[2].code == 120);
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CHECK(town->preset_items[2].ability == 2);
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CHECK(town->preset_items[2].ability == eEnchant::PLUS_THREE);
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CHECK(town->preset_items[2].charges == 17);
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CHECK(town->preset_items[2].always_there);
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CHECK(town->preset_items[2].property);
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@@ -108,7 +108,7 @@ TEST_CASE("Saving a town") {
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SECTION("With a preset item") {
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town->preset_items.emplace_back();
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town->preset_items.back().code = 52;
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town->preset_items.back().ability = 9;
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town->preset_items.back().ability = eEnchant::BLESSED;
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town->preset_items.back().charges = 102;
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town->preset_items.back().always_there = true;
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town->preset_items.back().property = true;
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@@ -116,7 +116,7 @@ TEST_CASE("Saving a town") {
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in_and_out("item", town, scen);
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REQUIRE(town->preset_items.size() >= 1);
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CHECK(town->preset_items[0].code == 52);
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CHECK(town->preset_items[0].ability == 9);
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CHECK(town->preset_items[0].ability == eEnchant::BLESSED);
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CHECK(town->preset_items[0].charges == 102);
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CHECK(town->preset_items[0].always_there);
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CHECK(town->preset_items[0].property);
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