package plugin import "testing" // TestMagicItemRegistryPopulated guards the generated SRD dump against an empty // or structurally broken regeneration. func TestMagicItemRegistryPopulated(t *testing.T) { if len(magicItemRegistry) < 200 { t.Fatalf("magic item registry too small: got %d, want >= 200", len(magicItemRegistry)) } for id, mi := range magicItemRegistry { if mi.ID != id { t.Errorf("registry key %q != item ID %q", id, mi.ID) } if mi.Name == "" { t.Errorf("%s: empty Name", id) } if mi.Kind == "" { t.Errorf("%s: empty Kind", id) } if mi.Rarity == "" { t.Errorf("%s: empty Rarity", id) } if mi.Value <= 0 { t.Errorf("%s: non-positive Value %d", id, mi.Value) } } } // TestMagicItemSpotCheck pins a few classifier outputs so a regeneration that // changes the heuristics gets caught. func TestMagicItemSpotCheck(t *testing.T) { armor, ok := magicItemRegistry["adamantine_armor"] if !ok { t.Fatal("adamantine_armor missing from registry") } if armor.Kind != MagicItemArmor || armor.Rarity != RarityUncommon || armor.Slot != DnDSlotChest || armor.Attunement { t.Errorf("adamantine_armor classified wrong: %+v", armor) } amulet, ok := magicItemRegistry["amulet_of_health"] if !ok { t.Fatal("amulet_of_health missing from registry") } if amulet.Kind != MagicItemWondrous || amulet.Rarity != RarityRare || amulet.Slot != DnDSlotAmulet || !amulet.Attunement { t.Errorf("amulet_of_health classified wrong: %+v", amulet) } } // TestMagicItemOverlayWins verifies the hand-authored overlay layers on top of // the generated dump and wins on ID collision. It exercises the merge with a // throwaway item so the assertion holds even while magicItemOverlay is empty. func TestMagicItemOverlayWins(t *testing.T) { saved := magicItemOverlay defer func() { magicItemOverlay = saved magicItemRegistry = buildMagicItemRegistry() }() magicItemOverlay = []MagicItem{ {ID: "adamantine_armor", Name: "Hand-Tuned Plate", Kind: MagicItemArmor, Rarity: RarityLegendary, Value: 9999}, } magicItemRegistry = buildMagicItemRegistry() got := magicItemRegistry["adamantine_armor"] if got.Name != "Hand-Tuned Plate" || got.Rarity != RarityLegendary { t.Errorf("overlay did not win on ID collision: %+v", got) } }