# client/tests/unit/test_move_applier.gd extends "res://addons/gut/test.gd" const MoveApplier = preload("res://scripts/npc/move_applier.gd") const ContentDB = preload("res://scripts/content/content_db.gd") func _m(name, args := []) -> Dictionary: return {"name": name, "args": args} func _content() -> ContentDB: var c = ContentDB.new() c.quests = {"find_the_ledger": {"id": "find_the_ledger", "name": "The Missing Ledger", "objective": "Find who took it"}} return c func test_offer_quest_adds_active_quest(): var log = CanonLog.new() MoveApplier.apply([_m("offer_quest", ["find_the_ledger"])], GameState.new(), log, _content(), "fenn") assert_true(log.has_quest("find_the_ledger")) assert_eq(log.active_quests[0].name, "The Missing Ledger") func test_reveal_marks_topic(): var gs = GameState.new() MoveApplier.apply([_m("reveal", ["varrell_twins"])], gs, CanonLog.new(), _content(), "fenn") assert_true(gs.is_revealed("varrell_twins")) func test_adjust_disposition_clamps_to_max_delta(): var gs = GameState.new() MoveApplier.apply([_m("adjust_disposition", ["+50"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.npc_dispositions.get("fenn", 0), MoveApplier.MAX_DELTA) func test_become_hostile_sets_floor(): var gs = GameState.new() MoveApplier.apply([_m("become_hostile")], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.npc_dispositions.get("fenn", 0), MoveApplier.HOSTILE_FLOOR) func test_accept_item_removes_from_inventory(): var gs = GameState.new() gs.add_item("worn_shortsword", 2) MoveApplier.apply([_m("accept_item", ["worn_shortsword"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.inventory.get("worn_shortsword", 0), 1) func test_give_item_currency_pays_the_purse(): var gs = GameState.new() MoveApplier.apply([_m("give_item", ["gold"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.purse_copper, 10000) assert_eq(gs.inventory.size(), 0, "money is never an inventory row") func test_give_item_currency_is_not_a_one_shot_gift(): # gifts_given is a GLOBAL one-shot keyed by item id. If money were marked, an # NPC could hand over coin exactly once, ever, for the whole campaign. var gs = GameState.new() MoveApplier.apply([_m("give_item", ["gold"])], gs, CanonLog.new(), _content(), "fenn") MoveApplier.apply([_m("give_item", ["gold"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.purse_copper, 20000) assert_false(gs.is_gift_given("gold"), "currency is exempt from the one-shot gate") func test_give_item_real_item_still_marks_the_one_shot_gate(): var gs = GameState.new() MoveApplier.apply([_m("give_item", ["amulet"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.inventory.get("amulet", 0), 1) assert_true(gs.is_gift_given("amulet")) func test_accept_item_currency_spends_the_purse(): var gs = GameState.new() gs.grant("gold", 1) MoveApplier.apply([_m("accept_item", ["silver"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.purse_copper, 9900) func test_refuse_and_end_are_noops(): var gs = GameState.new() MoveApplier.apply([_m("refuse"), _m("end_conversation")], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.npc_dispositions.size(), 0)