ModernUO/Projects/Server.Tests/Tests/Items/PlayerConstructedStackingTests.cs
Kamron Batman be3a08513f
fix: Fixes PlayerConstructed stacking/BODs (#2579)
### Summary

* Removes player constructed as a requirement for BODs.
* When two items stack and they don't match player constructed flags, the resulting stack loses the flag.
2026-08-14 17:14:38 -07:00

95 lines
3 KiB
C#

using Xunit;
namespace Server.Tests;
[Collection("Sequential Server Tests")]
public class PlayerConstructedStackingTests
{
// PlayerConstructed is per-instance provenance, and stack operations were written when no
// item carried any. Merging keeps the receiver's copy of a field and splitting rebuilds one
// half from a fixed list of fields, so a flag that is not accounted for in both places is
// one that ordinary stacking can launder or erase.
// Stands in for a real stackable type. LiftItemDupe builds the remainder through the
// parameterless constructor and copies only a fixed list of fields onto it -- Stackable is
// not on that list -- so the remainder is only stackable if the type restores it the way
// every genuine stackable does.
private class StackableItem : Item
{
public StackableItem() => Stackable = true;
public StackableItem(Serial serial) : base(serial) => Stackable = true;
}
private static StackableItem MakeStack(Serial serial, int amount, bool playerConstructed) =>
new(serial) { Amount = amount, PlayerConstructed = playerConstructed };
[Theory]
[InlineData(false)]
[InlineData(true)]
public void CanStackWith_IsTrueWhenProvenanceMatches(bool playerConstructed)
{
var first = MakeStack((Serial)0x1, 5, playerConstructed);
var second = MakeStack((Serial)0x2, 7, playerConstructed);
try
{
Assert.True(first.CanStackWith(second));
}
finally
{
first.Delete();
second.Delete();
}
}
[Theory]
[InlineData(false)]
[InlineData(true)]
public void LiftItemDupe_CopiesPlayerConstructedToRemainder(bool playerConstructed)
{
var stack = MakeStack((Serial)0x1, 10, playerConstructed);
Item remainder = null;
try
{
remainder = Mobile.LiftItemDupe(stack, 4);
Assert.NotNull(remainder);
Assert.NotSame(stack, remainder);
Assert.Equal(4, stack.Amount);
Assert.Equal(6, remainder.Amount);
Assert.Equal(playerConstructed, remainder.PlayerConstructed);
}
finally
{
stack.Delete();
remainder?.Delete();
}
}
[Fact]
public void SplitHalvesRemainStackableWithEachOther()
{
// The two halves of a split must still be one pile's worth: if the split dropped the
// flag, the remainder would no longer stack back onto what it came from.
var stack = MakeStack((Serial)0x1, 10, true);
Item remainder = null;
try
{
remainder = Mobile.LiftItemDupe(stack, 4);
Assert.NotNull(remainder);
Assert.True(stack.CanStackWith(remainder));
Assert.True(stack.StackWith(null, remainder, false));
Assert.Equal(10, stack.Amount);
Assert.True(stack.PlayerConstructed);
}
finally
{
stack.Delete();
remainder?.Delete();
}
}
}