Implemented a property that will allow a spawnable to be acted on a variable number of times before being consumed.

This commit is contained in:
hz
2025-06-09 23:05:40 -05:00
parent 5a27adf034
commit 43f3e8f0e7
12 changed files with 83 additions and 7 deletions
@@ -186,4 +186,36 @@ public class PlayerControllerTests
locSvc.Verify();
itemSvc.Verify();
}
[Fact]
public async Task PerformAction_DecrementsUses()
{
var playerSvc = new Mock<PlayerService>(cfg);
var player = new Player { Id = "p", UserId = "u", LocationId = "loc", InventoryLocationId = "inv" };
playerSvc.Setup(p => p.GetByUserIdAsync("u")).ReturnsAsync(player);
var locSvc = new Mock<LocationService>(cfg);
var loc = new Location { Id = "loc", Content = new List<string> { "i" } };
locSvc.Setup(l => l.GetByIdAsync("loc")).ReturnsAsync(loc);
var itemSvc = new Mock<ItemService>(cfg);
var item = new Item { Id = "i", Name = "wood", UsesRemaining = 2 };
itemSvc.Setup(i => i.GetByIdAsync("i")).ReturnsAsync(item);
itemSvc.Setup(i => i.UpdateAsync(It.Is<Item>(it => it.UsesRemaining == 1))).Returns(Task.CompletedTask).Verifiable();
var spawnSvc = new Mock<SpawnableService>(cfg);
spawnSvc.Setup(s => s.GetByNameAsync("wood")).ReturnsAsync(new Spawnable
{
Name = "wood",
CollectAction = "chop",
CollectResults = new List<CollectOutcome> { new() { Result = "log", SuccessRate = 100 } },
ConsumeOnSuccess = false
});
var controller = new PlayerController(playerSvc.Object, locSvc.Object, spawnSvc.Object, itemSvc.Object)
{
ControllerContext = ContextWithUser("u")
};
await controller.PerformAction(new PerformActionRequest { Action = "chop" });
itemSvc.Verify();
}
}