Implement skeleton for Enchant Confirm Window. Make original ability functions static for player class ability retrieval. Add private static access internal functions. Remove check for non-existing animations for player (would just not change the animation if it doesn't exist). Release Build 11598.
if(ItemEnchantInfo::ENCHANT_LIST.at(slimeKingRing.lock()->GetEnchant().value().Name()).GetClass().has_value())Assert::AreEqual(int(player->GetClass()),int(ItemEnchantInfo::ENCHANT_LIST.at(slimeKingRing.lock()->GetEnchant().value().Name()).GetClass().value()));//Validate enchant is only for this class if it's a class-based ability.
}
testGame->ChangePlayerClass(WIZARD);
player=testGame->GetPlayer();//The player pointer has been reassigned...
if(ItemEnchantInfo::ENCHANT_LIST.at(slimeKingRing.lock()->GetEnchant().value().Name()).GetClass().has_value())Assert::AreEqual(int(player->GetClass()),int(ItemEnchantInfo::ENCHANT_LIST.at(slimeKingRing.lock()->GetEnchant().value().Name()).GetClass().value()));//Validate enchant is only for this class if it's a class-based ability.
}
@ -277,6 +277,8 @@ namespace ItemTests
std::weak_ptr<Item>extraRing{Inventory::AddItem("Ring of the Slime King"s)};
if(resultEnchant.GetClass().has_value())Assert::AreEqual(int(resultEnchant.GetClass().value()),int(player->GetClass()),L"Player's class matches the class of the enchant.");
enchantCounts[resultEnchant.Category()]++;
@ -296,5 +298,23 @@ namespace ItemTests
Assert::AreEqual("Item Enchants.Class Enchants.Enchant Display Color"_Pixel.n,ItemEnchantInfo::GetEnchant("Quickdraw").DisplayCol().n,L"Expecting a class enchant to have the class enchant pixel display color.");
Assert::AreEqual("Item Enchants.Unique Enchants.Enchant Display Color"_Pixel.n,ItemEnchantInfo::GetEnchant("Magical Protection").DisplayCol().n,L"Expecting a unique enchant to have the unique enchant pixel display color.");
}
TEST_METHOD(CanBeEnchantedTest){
std::weak_ptr<Item>extraRing{Inventory::AddItem("Ring of the Slime King"s)};
autochooseResultLabel{artificerEnchantConfirmWindow->ADD("Choose Result Label",MenuLabel)(geom2d::rect<float>{vf2d{0.f,0.f},vf2d{artificerEnchantConfirmWindow->size.x,12.f}},"Choose a Result",1.f,ComponentAttr::SHADOW)END};
autotakeOldButton{artificerEnchantConfirmWindow->ADD("Take Old Button",MenuComponent)(geom2d::rect<float>{{artificerEnchantConfirmWindow->size.x/4.f-takeOldTextWidth/2.f,138.f},{takeOldTextWidth,20.f}},"Take Old",[](MenuFuncDatadata){
autotakeNewButton{artificerEnchantConfirmWindow->ADD("Take New Button",MenuComponent)(geom2d::rect<float>{vf2d{artificerEnchantConfirmWindow->size.x/2.f+8.f+artificerEnchantConfirmWindow->size.x/4.f-takeNewTextWidth/2.f,138.f},{takeNewTextWidth,20.f}},"Take New",[](MenuFuncDatadata){
if(!CanBeRefined())ERR("WARNING! Trying to refine an item that cannot be refined! Make sure you are checking with CanBeRefined() before calling this function!");
if(!CanBeEnchanted())ERR("WARNING! Trying to enchant an item that cannot be enchanted! Make sure you are checking with CanBeEnchanted() before calling this function!");
//Applies a random valid enchant to an item and consumes the materials in the process.
//Assumes an item can be enchanted. CHECK WITH CanBeEnchanted() First!!!
//Enchants the item based on its class parameters defined in the ItemEnchants.txt configuration file. Also takes away the costs required to refine the item (Located in Accessories.txt).
GetAbility3().COOLDOWN_TIME+="Summon Comet"_ENC["COOLDOWN REDUCTION"];//This is not a typo, we add because the cooldown reduction in the config is NEGATIVE!
if(moneyCost>GetMoney())ERR(std::format("WARNING! Trying to spend more money than we actually have! THIS SHOULD NOT BE HAPPENING! Current Money: {} Trying to spend: {}",GetMoney(),moneyCost));