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#include "pch.h"
#include <gtest/gtest.h>
#include <chrono>
#include <filesystem>
#include "PlayerQuest.h"
#include "PlayerLevel.h"
#include "PlayerItem.h"
#include "PlayerSkill.h"
#include "PlayerWallet.h"
#include "PlayerLoadData.h"
#include "PlayerSaveData.h"
#include "DbRecord.h"
#include "GameObject.h"
#include "PlayerEventBroker.h"
#include "PlayerSender.h"
#include "EventMessage.h"
#include "SendMessage.h"
#include "syncnet_generated.h"
#include "Quest.h"
#include "QuestRegistry.h"
#include "QuestPolicy.h"
#include "GameData/ResourceLoader.h"
#include "gamedata.h"
// 실제 서버 흐름을 재현한 단위 테스트:
// PlayerLoadData (DB 조회 결과) -> Load() -> 게임 로직 -> Save() -> PlayerSaveData (DB 저장 대상)
// 실제 DB 연결 없이 데이터 구조만 사용한다.
//
// 퀘스트 정의는 진짜 quest.json 을 읽는다. 목표/보상/선행조건이 데이터와 어긋나면
// 여기서 깨지는 편이, 데이터만 바꾸고 서버가 조용히 다르게 도는 것보다 낫다.
//
// 데이터에서 쓰는 퀘스트(quest.json):
// 1001 MainQuest 고블린 사냥. min_level 3. 3스테이지(대화 / 처치+수집 / 보고),
// 선택 보상 2종. auto_complete=false, end_npc 2001
// 1002 MainQuest 고블린 족장. 선행 1001, min_level 5
// 1004 SubQuest or 목표(슬라임 10 또는 늑대 5), auto_complete
// 1005 SubQuest reach(맵 2) + level 3, auto_complete
// 2001 RepeatedQuest 일일 반복. 선행 1003, min_level 5
// 3001 LimitedTimeQuest 제한 시간 1800초, 쿨타임 3600초. 선행 1002, min_level 6
namespace
{
constexpr int kGoblinHunt = 1001; // MainQuest
constexpr int kGoblinChief = 1002; // MainQuest, 선행 1001
constexpr int kWolfPelt = 1003; // SubQuest, 수집
constexpr int kFieldCleanup = 1004; // SubQuest, or 목표 + auto_complete
constexpr int kFirstSteps = 1005; // SubQuest, reach + level + auto_complete
constexpr int kEscortMerchant = 1006; // SubQuest, 1스테이지 protect(20초) / 2스테이지 escort
constexpr int kDailyWolf = 2001; // RepeatedQuest
constexpr int kAncientLetter = 3001; // LimitedTimeQuest
constexpr int kDisabledEvent = 9001; // 운영이 내려둔(disabled) 퀘스트
constexpr int kMerchantNpcId = 2003; // 호위/보호 대상 NPC
constexpr int kGoblinMonsterId = 3;
constexpr int kOrcMonsterId = 4;
constexpr int kSlimeMonsterId = 1;
constexpr int kWolfMonsterId = 2;
constexpr int kGoblinEarItemId = 100;
constexpr int kElderNpcId = 2001;
void EnsureResources()
{
const std::string& path = GameDataPath::Resolve();
ASSERT_TRUE(std::filesystem::exists(path + "quest.json"))
<< "통합 GameData 폴더를 찾지 못했습니다: " << path;
ASSERT_TRUE(ResourceLoader::Instance().LoadResources(path)) << "LoadResources 실패";
// 리소스를 다시 읽었으므로 정의 캐시도 새 gamedata 로 다시 묶이게 한다.
QuestRegistry::Instance().Clear();
}
PlayerLoadData MakeNewPlayerData(int character_id = 1001, int level = 10)
{
PlayerLoadData data{};
data.player.id = character_id;
data.player.name = "Tester";
data.player.level = level;
// quest_state.character_id = 0 -> 첫 저장 시 INSERT
return data;
}
PlayerLoadData MakeExistingPlayerData(
int character_id,
std::vector<QuestActiveVO> actives,
std::string flags,
int level = 10)
{
PlayerLoadData data = MakeNewPlayerData(character_id, level);
data.quest_actives = std::move(actives);
data.quest_state.character_id = character_id;
data.quest_state.flags = std::move(flags);
return data;
}
PlayerLoadData MakeExistingPlayerData(int character_id, int level = 10)
{
return MakeExistingPlayerData(character_id, std::vector<QuestActiveVO>{}, std::string{}, level);
}
QuestActiveVO MakeQuestVO(
int char_id, int quest_id,
int state = 0, int stage = 1, int p1 = 0, int p2 = 0, int p3 = 0)
{
QuestActiveVO vo{};
vo.character_id = char_id;
vo.quest_id = quest_id;
vo.state = state;
vo.stage = stage;
vo.progress1 = p1;
vo.progress2 = p2;
vo.progress3 = p3;
vo.accept_time = std::chrono::system_clock::now();
return vo;
}
// 클라로 나가는 QuestSync 를 가로채는 최소 구성.
// PlayerQuest 가 자기 Update 끝에서 직접 보내므로, 세션 대신 sink 를 끼워 확인한다.
struct SyncHarness
{
GameObject go;
PlayerQuest* quest = nullptr;
std::vector<std::shared_ptr<send_message>> sent;
explicit SyncHarness(const PlayerLoadData& load)
{
go.AddComponent<PlayerEventBroker>();
quest = go.AddComponent<PlayerQuest>();
go.AddComponent<PlayerSender>()->Bind(
[this](std::shared_ptr<send_message>& msg) { sent.push_back(msg); });
quest->Load(load);
}
// 한 틱 돌려 이번에 나간 QuestSync 를 돌려준다. 나간 것이 없으면 nullptr.
const syncnet::QuestSync* Flush()
{
sent.clear();
go.Update(0.1f);
for (auto it = sent.rbegin(); it != sent.rend(); ++it)
{
const auto* msg = syncnet::GetGameMessage((*it)->GetBufferPointer());
if (msg != nullptr && msg->msg_type() == syncnet::GameMessages::GameMessages_QuestSync)
return msg->msg_as_QuestSync();
}
return nullptr;
}
};
PlayerSaveData DoSave(PlayerQuest& quest)
{
PlayerSaveData save_data{};
quest.Save(&save_data);
return save_data;
}
// 완료 비트를 직접 세운 flags 문자열(선행 퀘스트를 이미 끝낸 상태를 만들 때 쓴다).
std::string FlagsWithCompleted(std::initializer_list<int> quest_ids)
{
std::string flags;
for (int quest_id : quest_ids)
{
const size_t byte_idx = static_cast<size_t>(quest_id) / 8;
if (flags.size() <= byte_idx)
flags.resize(byte_idx + 1, '\0');
flags[byte_idx] = static_cast<char>(
static_cast<uint8_t>(flags[byte_idx]) | (1 << (quest_id % 8)));
}
return flags;
}
// 브로커를 먼저 부착해야 PlayerQuest::Start 가 구독에 성공한다.
PlayerQuest* AttachQuest(GameObject& go)
{
go.AddComponent<PlayerEventBroker>();
return go.AddComponent<PlayerQuest>();
}
class PlayerQuestTest : public ::testing::Test
{
protected:
void SetUp() override { EnsureResources(); }
};
// 1001 의 스테이지 2(고블린 10마리 + 귀 5개)까지 진행시킨다.
void AdvanceToKillStage(PlayerQuest& quest)
{
ASSERT_EQ(quest.AcceptQuest(kGoblinHunt), QuestAcceptResult::Ok);
quest.ReportProgress(QuestObjectiveType::Talk, kElderNpcId, 1);
ASSERT_EQ(quest.GetStage(kGoblinHunt), 2);
}
} // namespace
// ============================================================
// 퀘스트 정의(데이터) 자체
// ============================================================
TEST_F(PlayerQuestTest, Definition_LoadedFromData)
{
Quest* quest = QuestRegistry::Instance().Get(kGoblinHunt);
ASSERT_NE(quest, nullptr);
ASSERT_NE(quest->gamedata, nullptr);
EXPECT_EQ(quest->GetId(), kGoblinHunt);
EXPECT_EQ(quest->StageCount(), 3);
EXPECT_FALSE(quest->IsAbandonable()); // MainQuest 는 포기 불가
EXPECT_FALSE(quest->IsRepeatable());
EXPECT_FALSE(quest->IsAutoComplete());
}
TEST_F(PlayerQuestTest, Definition_UnknownIdIsNull)
{
EXPECT_EQ(QuestRegistry::Instance().Get(999999), nullptr);
}
TEST_F(PlayerQuestTest, Definition_SharedInstancePerId)
{
// 정의는 무상태라 플레이어마다 만들지 않는다.
EXPECT_EQ(QuestRegistry::Instance().Get(kGoblinHunt),
QuestRegistry::Instance().Get(kGoblinHunt));
}
TEST_F(PlayerQuestTest, Definition_TypePolicies)
{
EXPECT_TRUE(QuestRegistry::Instance().Get(kDailyWolf)->IsRepeatable());
EXPECT_EQ(QuestRegistry::Instance().Get(kDailyWolf)->GetResetType(), QuestResetType::Daily);
EXPECT_GT(QuestRegistry::Instance().Get(kAncientLetter)->GetTimeLimitSeconds(), 0);
EXPECT_TRUE(QuestRegistry::Instance().Get(kWolfPelt)->IsAbandonable()); // SubQuest
}
TEST_F(PlayerQuestTest, Definition_MatchObjectives)
{
Quest* quest = QuestRegistry::Instance().Get(kGoblinHunt);
ASSERT_NE(quest, nullptr);
// 스테이지 2 = 고블린 처치(슬롯 0) + 귀 수집(슬롯 1)
auto kill = quest->MatchObjectives(2, QuestObjectiveType::Kill, kGoblinMonsterId);
ASSERT_EQ(kill.size(), 1u);
EXPECT_EQ(kill[0].slot, 0);
auto collect = quest->MatchObjectives(2, QuestObjectiveType::Collect, kGoblinEarItemId);
ASSERT_EQ(collect.size(), 1u);
EXPECT_EQ(collect[0].slot, 1);
// 다른 몬스터/다른 스테이지는 걸리지 않는다.
EXPECT_TRUE(quest->MatchObjectives(2, QuestObjectiveType::Kill, kWolfMonsterId).empty());
EXPECT_TRUE(quest->MatchObjectives(1, QuestObjectiveType::Kill, kGoblinMonsterId).empty());
EXPECT_TRUE(quest->MatchObjectives(99, QuestObjectiveType::Kill, kGoblinMonsterId).empty());
}
TEST_F(PlayerQuestTest, Definition_StageCompletionLogic)
{
Quest* and_quest = QuestRegistry::Instance().Get(kGoblinHunt); // logic "and"
Quest* or_quest = QuestRegistry::Instance().Get(kFieldCleanup); // logic "or"
ASSERT_NE(and_quest, nullptr);
ASSERT_NE(or_quest, nullptr);
const int one_done[3] = { 10, 0, 0 }; // 고블린만 채움
const int both_done[3] = { 10, 5, 0 };
EXPECT_FALSE(and_quest->IsStageComplete(2, one_done, 3));
EXPECT_TRUE(and_quest->IsStageComplete(2, both_done, 3));
const int slime_only[3] = { 10, 0, 0 }; // or: 슬라임 10 만으로 충분
EXPECT_TRUE(or_quest->IsStageComplete(1, slime_only, 3));
}
TEST_F(PlayerQuestTest, Definition_ResetBoundary)
{
using namespace std::chrono;
const auto now = system_clock::now();
EXPECT_FALSE(QuestResetBoundaryPassed(QuestResetType::None, now - hours(240), now));
EXPECT_FALSE(QuestResetBoundaryPassed(QuestResetType::Daily, now - minutes(1), now));
EXPECT_TRUE(QuestResetBoundaryPassed(QuestResetType::Daily, now - hours(48), now));
EXPECT_FALSE(QuestResetBoundaryPassed(QuestResetType::Weekly, now - hours(1), now));
EXPECT_TRUE(QuestResetBoundaryPassed(QuestResetType::Weekly, now - hours(24 * 14), now));
}
// ============================================================
// 수락 조건
// ============================================================
TEST_F(PlayerQuestTest, Accept_UnknownQuestIsRejected)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData());
EXPECT_EQ(quest.AcceptQuest(999999), QuestAcceptResult::NotFound);
}
TEST_F(PlayerQuestTest, Accept_LevelTooLow)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData(1001, 1)); // min_level 3
EXPECT_EQ(quest.AcceptQuest(kGoblinHunt), QuestAcceptResult::LevelTooLow);
EXPECT_FALSE(quest.IsActive(kGoblinHunt));
}
TEST_F(PlayerQuestTest, Accept_AlreadyActive)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData());
EXPECT_EQ(quest.AcceptQuest(kGoblinHunt), QuestAcceptResult::Ok);
EXPECT_EQ(quest.AcceptQuest(kGoblinHunt), QuestAcceptResult::AlreadyActive);
}
TEST_F(PlayerQuestTest, Accept_PrerequisiteQuestMissing)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData());
// 1002 는 1001 완료가 선행
EXPECT_EQ(quest.AcceptQuest(kGoblinChief), QuestAcceptResult::PrerequisiteQuest);
}
TEST_F(PlayerQuestTest, Accept_PrerequisiteSatisfied)
{
PlayerQuest quest;
quest.Load(MakeExistingPlayerData(
1001, std::vector<QuestActiveVO>{}, FlagsWithCompleted({ kGoblinHunt })));
EXPECT_TRUE(quest.IsCompleted(kGoblinHunt));
EXPECT_EQ(quest.AcceptQuest(kGoblinChief), QuestAcceptResult::Ok);
}
TEST_F(PlayerQuestTest, Accept_CompletedNonRepeatableIsRejected)
{
PlayerQuest quest;
quest.Load(MakeExistingPlayerData(
1001, std::vector<QuestActiveVO>{}, FlagsWithCompleted({ kGoblinHunt })));
EXPECT_EQ(quest.AcceptQuest(kGoblinHunt), QuestAcceptResult::AlreadyCompleted);
}
TEST_F(PlayerQuestTest, Accept_StartsAtStageOne)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData());
ASSERT_EQ(quest.AcceptQuest(kGoblinHunt), QuestAcceptResult::Ok);
EXPECT_TRUE(quest.IsActive(kGoblinHunt));
EXPECT_EQ(quest.GetStage(kGoblinHunt), 1);
EXPECT_EQ(quest.GetProgress(kGoblinHunt, 0), 0);
EXPECT_EQ(quest.GetState(kGoblinHunt), QuestState::InProgress);
}
// ============================================================
// 목표 진행 / 스테이지 전환
// ============================================================
TEST_F(PlayerQuestTest, Progress_KillCountsOnlyMatchingMonster)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData());
AdvanceToKillStage(quest);
quest.ReportProgress(QuestObjectiveType::Kill, kWolfMonsterId, 3); // 관계없는 몬스터
EXPECT_EQ(quest.GetProgress(kGoblinHunt, 0), 0);
quest.ReportProgress(QuestObjectiveType::Kill, kGoblinMonsterId, 4);
EXPECT_EQ(quest.GetProgress(kGoblinHunt, 0), 4);
}
TEST_F(PlayerQuestTest, Progress_ClampedToRequiredCount)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData());
AdvanceToKillStage(quest);
quest.ReportProgress(QuestObjectiveType::Kill, kGoblinMonsterId, 100);
EXPECT_EQ(quest.GetProgress(kGoblinHunt, 0), 10); // 목표치를 넘겨 저장하지 않는다
}
TEST_F(PlayerQuestTest, Progress_AndStageNeedsEveryObjective)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData());
AdvanceToKillStage(quest);
quest.ReportProgress(QuestObjectiveType::Kill, kGoblinMonsterId, 10);
EXPECT_EQ(quest.GetStage(kGoblinHunt), 2); // 수집이 남아 아직 스테이지 2
quest.ReportProgress(QuestObjectiveType::Collect, kGoblinEarItemId, 5);
EXPECT_EQ(quest.GetStage(kGoblinHunt), 3); // 둘 다 채워 다음 스테이지로
}
TEST_F(PlayerQuestTest, Progress_StageAdvanceResetsCounters)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData());
AdvanceToKillStage(quest);
quest.ReportProgress(QuestObjectiveType::Kill, kGoblinMonsterId, 10);
quest.ReportProgress(QuestObjectiveType::Collect, kGoblinEarItemId, 5);
ASSERT_EQ(quest.GetStage(kGoblinHunt), 3);
EXPECT_EQ(quest.GetProgress(kGoblinHunt, 0), 0);
EXPECT_EQ(quest.GetProgress(kGoblinHunt, 1), 0);
}
TEST_F(PlayerQuestTest, Progress_LastStageMakesQuestReadyToComplete)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData());
AdvanceToKillStage(quest);
quest.ReportProgress(QuestObjectiveType::Kill, kGoblinMonsterId, 10);
quest.ReportProgress(QuestObjectiveType::Collect, kGoblinEarItemId, 5);
// 스테이지 3 = 촌장에게 보고
quest.ReportProgress(QuestObjectiveType::Talk, kElderNpcId, 1);
EXPECT_EQ(quest.GetState(kGoblinHunt), QuestState::ReadyToComplete);
EXPECT_TRUE(quest.IsActive(kGoblinHunt)); // 아직 완료는 아니다
EXPECT_FALSE(quest.IsCompleted(kGoblinHunt));
}
TEST_F(PlayerQuestTest, Progress_OrStageCompletesWithOneObjective)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData());
ASSERT_EQ(quest.AcceptQuest(kFieldCleanup), QuestAcceptResult::Ok);
// or 목표: 슬라임 10 또는 늑대 5. auto_complete 라 채우는 즉시 끝난다.
quest.ReportProgress(QuestObjectiveType::Kill, kSlimeMonsterId, 10);
EXPECT_TRUE(quest.IsCompleted(kFieldCleanup));
EXPECT_FALSE(quest.IsActive(kFieldCleanup));
}
TEST_F(PlayerQuestTest, Progress_IgnoredForQuestNotInThatStage)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData());
ASSERT_EQ(quest.AcceptQuest(kGoblinHunt), QuestAcceptResult::Ok);
// 스테이지 1(대화) 인데 처치 이벤트가 왔다 -> 아무 일도 없어야 한다
quest.ReportProgress(QuestObjectiveType::Kill, kGoblinMonsterId, 5);
EXPECT_EQ(quest.GetStage(kGoblinHunt), 1);
EXPECT_EQ(quest.GetProgress(kGoblinHunt, 0), 0);
}
TEST_F(PlayerQuestTest, Progress_LevelObjectiveTakesHighestNotSum)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData(1001, 1)); // 레벨 1 로 시작(목표 레벨 3)
ASSERT_EQ(quest.AcceptQuest(kFirstSteps), QuestAcceptResult::Ok);
quest.ReportProgress(QuestObjectiveType::Level, 0, 2);
EXPECT_EQ(quest.GetProgress(kFirstSteps, 1), 2);
// 누적이면 2+3=5 가 되겠지만, 도달 레벨이므로 3 이어야 한다.
quest.ReportProgress(QuestObjectiveType::Level, 0, 3);
EXPECT_EQ(quest.GetProgress(kFirstSteps, 1), 3);
}
TEST_F(PlayerQuestTest, Progress_LevelObjectiveSeededOnAccept)
{
PlayerQuest quest;
// 이미 레벨 10 이다. 수락 후 레벨이 오를 일이 없어도 목표는 채워져 있어야 한다.
quest.Load(MakeNewPlayerData(1001, 10));
ASSERT_EQ(quest.AcceptQuest(kFirstSteps), QuestAcceptResult::Ok);
EXPECT_EQ(quest.GetProgress(kFirstSteps, 1), 3); // 목표치 3 으로 클램프
}
// ============================================================
// 완료 / 보상 / 포기
// ============================================================
TEST_F(PlayerQuestTest, Complete_RejectedWhileStagesRemain)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData());
ASSERT_EQ(quest.AcceptQuest(kGoblinHunt), QuestAcceptResult::Ok);
EXPECT_FALSE(quest.CompleteQuest(kGoblinHunt, 0));
EXPECT_FALSE(quest.IsCompleted(kGoblinHunt));
}
TEST_F(PlayerQuestTest, Complete_RequiresValidChoiceWhenRewardsAreSelectable)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData());
AdvanceToKillStage(quest);
quest.ReportProgress(QuestObjectiveType::Kill, kGoblinMonsterId, 10);
quest.ReportProgress(QuestObjectiveType::Collect, kGoblinEarItemId, 5);
quest.ReportProgress(QuestObjectiveType::Talk, kElderNpcId, 1);
ASSERT_EQ(quest.GetState(kGoblinHunt), QuestState::ReadyToComplete);
EXPECT_FALSE(quest.CompleteQuest(kGoblinHunt, -1)); // 선택 없음
EXPECT_FALSE(quest.CompleteQuest(kGoblinHunt, 7)); // 범위 밖
EXPECT_TRUE(quest.CompleteQuest(kGoblinHunt, 1));
EXPECT_TRUE(quest.IsCompleted(kGoblinHunt));
EXPECT_FALSE(quest.IsActive(kGoblinHunt));
}
TEST_F(PlayerQuestTest, Complete_GrantsRewardsIncludingChosenItem)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData());
AdvanceToKillStage(quest);
quest.ReportProgress(QuestObjectiveType::Kill, kGoblinMonsterId, 10);
quest.ReportProgress(QuestObjectiveType::Collect, kGoblinEarItemId, 5);
quest.ReportProgress(QuestObjectiveType::Talk, kElderNpcId, 1);
ASSERT_TRUE(quest.CompleteQuest(kGoblinHunt, 1)); // 두 번째 선택 보상(방패 id 5)
const auto rewards = quest.TakePendingRewards();
ASSERT_EQ(rewards.size(), 1u);
EXPECT_EQ(rewards[0].quest_id, kGoblinHunt);
EXPECT_EQ(rewards[0].exp, 500);
EXPECT_EQ(rewards[0].gold, 200);
// 고정 보상(포션 5개) + 고른 보상 1개
ASSERT_EQ(rewards[0].items.size(), 2u);
EXPECT_EQ(rewards[0].items[0].first, 1);
EXPECT_EQ(rewards[0].items[0].second, 5);
EXPECT_EQ(rewards[0].items[1].first, 5);
EXPECT_TRUE(quest.GetPendingRewards().empty()); // 꺼내면 비워진다
}
TEST_F(PlayerQuestTest, Complete_ExpGoesToPlayerLevel)
{
GameObject go;
go.AddComponent<PlayerEventBroker>();
PlayerLevel* level = go.AddComponent<PlayerLevel>();
PlayerQuest* quest = go.AddComponent<PlayerQuest>();
level->Load(MakeNewPlayerData(1001, 1));
quest->Load(MakeNewPlayerData(1001, 1));
const int before = level->GetExp();
ASSERT_EQ(quest->AcceptQuest(kFieldCleanup), QuestAcceptResult::Ok); // 보상 exp 200
quest->ReportProgress(QuestObjectiveType::Kill, kSlimeMonsterId, 10);
ASSERT_TRUE(quest->IsCompleted(kFieldCleanup));
EXPECT_EQ(level->GetExp(), before + 200);
}
TEST_F(PlayerQuestTest, Complete_DeliversItemsAndGoldToComponents)
{
GameObject go;
go.AddComponent<PlayerEventBroker>();
PlayerItem* inventory = go.AddComponent<PlayerItem>();
PlayerWallet* wallet = go.AddComponent<PlayerWallet>();
PlayerQuest* quest = go.AddComponent<PlayerQuest>();
const PlayerLoadData load = MakeNewPlayerData();
inventory->Load(load);
wallet->Load(load);
quest->Load(load);
AdvanceToKillStage(*quest);
quest->ReportProgress(QuestObjectiveType::Kill, kGoblinMonsterId, 10);
quest->ReportProgress(QuestObjectiveType::Collect, kGoblinEarItemId, 5);
quest->ReportProgress(QuestObjectiveType::Talk, kElderNpcId, 1);
ASSERT_TRUE(quest->CompleteQuest(kGoblinHunt, 0)); // 첫 번째 선택 보상(검 id 4)
// 고정 보상 포션 5개 + 고른 검 1개가 실제로 인벤토리에 들어가야 한다.
EXPECT_EQ(inventory->GetCount(1), 5);
EXPECT_EQ(inventory->GetCount(4), 1);
EXPECT_EQ(wallet->GetGold(), 200);
}
TEST_F(PlayerQuestTest, Complete_DiscardsQuestItemsButKeepsRewards)
{
GameObject go;
go.AddComponent<PlayerEventBroker>();
PlayerItem* inventory = go.AddComponent<PlayerItem>();
PlayerQuest* quest = go.AddComponent<PlayerQuest>();
const PlayerLoadData load = MakeNewPlayerData();
inventory->Load(load);
quest->Load(load);
ASSERT_EQ(quest->AcceptQuest(kGoblinHunt), QuestAcceptResult::Ok);
quest->ReportProgress(QuestObjectiveType::Talk, kElderNpcId, 1);
// 수집 목표는 인벤토리 획득 이벤트로 올라간다.
quest->ReportProgress(QuestObjectiveType::Kill, kGoblinMonsterId, 10);
inventory->AddItem(kGoblinEarItemId, 5);
ASSERT_EQ(quest->GetStage(kGoblinHunt), 3);
quest->ReportProgress(QuestObjectiveType::Talk, kElderNpcId, 1);
ASSERT_TRUE(quest->CompleteQuest(kGoblinHunt, 0));
// 퀘스트 전용 아이템은 회수되고, 보상은 남는다.
EXPECT_EQ(inventory->GetCount(kGoblinEarItemId), 0);
EXPECT_EQ(inventory->GetCount(1), 5);
EXPECT_EQ(inventory->GetCount(4), 1);
}
TEST_F(PlayerQuestTest, Abandon_DiscardsQuestItems)
{
GameObject go;
go.AddComponent<PlayerEventBroker>();
PlayerItem* inventory = go.AddComponent<PlayerItem>();
PlayerQuest* quest = go.AddComponent<PlayerQuest>();
const PlayerLoadData load = MakeNewPlayerData();
inventory->Load(load);
quest->Load(load);
ASSERT_EQ(quest->AcceptQuest(kWolfPelt), QuestAcceptResult::Ok);
inventory->AddItem(101, 3); // 늑대 가죽 (quest 1003 전용)
ASSERT_TRUE(quest->AbandonQuest(kWolfPelt));
EXPECT_EQ(inventory->GetCount(101), 0);
}
TEST_F(PlayerQuestTest, Progress_CollectAdvancesFromInventoryEvent)
{
GameObject go;
go.AddComponent<PlayerEventBroker>();
PlayerItem* inventory = go.AddComponent<PlayerItem>();
PlayerQuest* quest = go.AddComponent<PlayerQuest>();
const PlayerLoadData load = MakeNewPlayerData();
inventory->Load(load);
quest->Load(load);
AdvanceToKillStage(*quest);
inventory->AddItem(kGoblinEarItemId, 2);
EXPECT_EQ(quest->GetProgress(kGoblinHunt, 1), 2);
inventory->AddItem(kGoblinEarItemId, 9); // 목표치 5 를 넘겨도 5 로 잘린다
EXPECT_EQ(quest->GetProgress(kGoblinHunt, 1), 5);
}
TEST_F(PlayerQuestTest, Sync_SendsChangedRemovedAndCompleted)
{
SyncHarness harness(MakeNewPlayerData());
ASSERT_EQ(harness.quest->AcceptQuest(kFieldCleanup), QuestAcceptResult::Ok);
const syncnet::QuestSync* sync = harness.Flush();
ASSERT_NE(nullptr, sync);
ASSERT_EQ(1u, sync->quests()->size());
EXPECT_EQ(kFieldCleanup, sync->quests()->Get(0)->questId());
EXPECT_EQ(0u, sync->removed()->size());
EXPECT_EQ(0u, sync->completed()->size());
EXPECT_EQ(nullptr, harness.Flush()); // 바뀐 것이 없으면 보내지 않는다
// auto_complete 퀘스트가 끝나면 목록에서 빠지고 완료로 보고된다.
harness.quest->ReportProgress(QuestObjectiveType::Kill, kSlimeMonsterId, 10);
sync = harness.Flush();
ASSERT_NE(nullptr, sync);
// 사라진 퀘스트를 변경으로도 보내면 클라가 그것을 다시 만든다.
EXPECT_EQ(0u, sync->quests()->size());
ASSERT_EQ(1u, sync->removed()->size());
EXPECT_EQ(kFieldCleanup, sync->removed()->Get(0));
ASSERT_EQ(1u, sync->completed()->size());
EXPECT_EQ(kFieldCleanup, sync->completed()->Get(0));
}
TEST_F(PlayerQuestTest, Sync_MarkAllRestoresLogOnLogin)
{
std::vector<QuestActiveVO> actives;
actives.push_back(MakeQuestVO(1001, kGoblinHunt, 0, 2, 5, 3, 0));
SyncHarness harness(MakeExistingPlayerData(1001, actives, std::string{}));
EXPECT_EQ(nullptr, harness.Flush()); // 로드만으로는 아무것도 나가지 않는다
harness.quest->MarkAllForSync();
const syncnet::QuestSync* sync = harness.Flush();
ASSERT_NE(nullptr, sync);
ASSERT_EQ(1u, sync->quests()->size());
const syncnet::QuestInfo* info = sync->quests()->Get(0);
EXPECT_EQ(kGoblinHunt, info->questId());
EXPECT_EQ(2, info->stage());
ASSERT_EQ(3u, info->progress()->size());
EXPECT_EQ(5, info->progress()->Get(0));
EXPECT_EQ(3, info->progress()->Get(1));
}
TEST_F(PlayerQuestTest, Prerequisite_ItemAndSkillCheckRealComponents)
{
GameObject go;
go.AddComponent<PlayerEventBroker>();
PlayerItem* inventory = go.AddComponent<PlayerItem>();
PlayerSkill* skills = go.AddComponent<PlayerSkill>();
PlayerQuest* quest = go.AddComponent<PlayerQuest>();
const PlayerLoadData load = MakeNewPlayerData();
inventory->Load(load);
skills->Load(load);
quest->Load(load);
// IQuestOwner 조회가 실제 컴포넌트를 본다(데이터에 아이템/스킬 선행조건이 없어
// 조회 자체를 직접 확인한다).
const IQuestOwner& owner = *quest;
EXPECT_FALSE(owner.HasItem(1));
EXPECT_FALSE(owner.HasSkill(1));
inventory->AddItem(1, 1);
skills->LearnSkill(1);
EXPECT_TRUE(owner.HasItem(1));
EXPECT_TRUE(owner.HasSkill(1));
}
TEST_F(PlayerQuestTest, Abandon_MainQuestIsRefused)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData());
ASSERT_EQ(quest.AcceptQuest(kGoblinHunt), QuestAcceptResult::Ok);
EXPECT_FALSE(quest.AbandonQuest(kGoblinHunt));
EXPECT_TRUE(quest.IsActive(kGoblinHunt));
}
TEST_F(PlayerQuestTest, Abandon_SubQuestIsRemovedWithoutCompleting)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData());
ASSERT_EQ(quest.AcceptQuest(kFieldCleanup), QuestAcceptResult::Ok);
EXPECT_TRUE(quest.AbandonQuest(kFieldCleanup));
EXPECT_FALSE(quest.IsActive(kFieldCleanup));
EXPECT_FALSE(quest.IsCompleted(kFieldCleanup));
}
// ============================================================
// 시간 정책 (반복 / 쿨타임 / 제한 시간)
// ============================================================
TEST_F(PlayerQuestTest, Repeatable_CannotBeReacceptedBeforeDailyReset)
{
using namespace std::chrono;
auto fake_now = system_clock::now();
PlayerQuest quest;
quest.SetClock([&fake_now] { return fake_now; });
quest.Load(MakeExistingPlayerData(
1001, std::vector<QuestActiveVO>{}, FlagsWithCompleted({ kWolfPelt })));
ASSERT_EQ(quest.AcceptQuest(kDailyWolf), QuestAcceptResult::Ok);
quest.ReportProgress(QuestObjectiveType::Kill, kWolfMonsterId, 10);
ASSERT_EQ(quest.GetState(kDailyWolf), QuestState::ReadyToComplete);
ASSERT_TRUE(quest.CompleteQuest(kDailyWolf));
// 완료 직후 같은 날 -> 아직 못 받는다(행은 쿨타임 상태로 남아 완료 시각을 기억한다)
EXPECT_TRUE(quest.IsCompleted(kDailyWolf));
EXPECT_FALSE(quest.IsActive(kDailyWolf));
EXPECT_EQ(quest.GetState(kDailyWolf), QuestState::Cooldown);
EXPECT_EQ(quest.AcceptQuest(kDailyWolf), QuestAcceptResult::OnCooldown);
// 이틀 뒤 -> 일일 리셋 경계를 넘겨 다시 받을 수 있다
fake_now += hours(48);
EXPECT_EQ(quest.AcceptQuest(kDailyWolf), QuestAcceptResult::Ok);
EXPECT_EQ(quest.GetStage(kDailyWolf), 1);
EXPECT_EQ(quest.GetProgress(kDailyWolf, 0), 0);
}
TEST_F(PlayerQuestTest, LimitedTime_ExpiresIntoFailedState)
{
using namespace std::chrono;
auto fake_now = system_clock::now();
PlayerQuest quest;
quest.SetClock([&fake_now] { return fake_now; });
quest.Load(MakeExistingPlayerData(
1001, std::vector<QuestActiveVO>{},
FlagsWithCompleted({ kGoblinHunt, kGoblinChief })));
ASSERT_EQ(quest.AcceptQuest(kAncientLetter), QuestAcceptResult::Ok);
// 제한 시간 1800초. 아직 안 지났으면 그대로 진행 중.
fake_now += seconds(600);
quest.Update(2.0f);
EXPECT_EQ(quest.GetState(kAncientLetter), QuestState::InProgress);
fake_now += seconds(1800);
quest.Update(2.0f);
EXPECT_EQ(quest.GetState(kAncientLetter), QuestState::Failed);
EXPECT_FALSE(quest.IsActive(kAncientLetter));
}
TEST_F(PlayerQuestTest, LimitedTime_FailedQuestCanBeRetried)
{
using namespace std::chrono;
auto fake_now = system_clock::now();
PlayerQuest quest;
quest.SetClock([&fake_now] { return fake_now; });
quest.Load(MakeExistingPlayerData(
1001, std::vector<QuestActiveVO>{},
FlagsWithCompleted({ kGoblinHunt, kGoblinChief })));
ASSERT_EQ(quest.AcceptQuest(kAncientLetter), QuestAcceptResult::Ok);
fake_now += seconds(3600);
quest.Update(2.0f);
ASSERT_EQ(quest.GetState(kAncientLetter), QuestState::Failed);
EXPECT_EQ(quest.AcceptQuest(kAncientLetter), QuestAcceptResult::Ok);
EXPECT_EQ(quest.GetState(kAncientLetter), QuestState::InProgress);
EXPECT_EQ(quest.GetStage(kAncientLetter), 1);
}
// ============================================================
// 이벤트 연동 (PlayerEventBroker 구독 -> 핸들러)
// ============================================================
TEST_F(PlayerQuestTest, Event_ActorDeadAdvancesKillObjective)
{
GameObject go;
PlayerQuest* quest = AttachQuest(go);
quest->Load(MakeNewPlayerData());
AdvanceToKillStage(*quest);
auto* broker = go.GetComponent<PlayerEventBroker>();
for (int i = 0; i < 3; ++i)
broker->publish(EventActorDead{ 1, 500 + i, kGoblinMonsterId });
EXPECT_EQ(quest->GetProgress(kGoblinHunt, 0), 3);
}
TEST_F(PlayerQuestTest, Event_ActorDeadWithoutDataIdIsIgnored)
{
GameObject go;
PlayerQuest* quest = AttachQuest(go);
quest->Load(MakeNewPlayerData());
AdvanceToKillStage(*quest);
// 종류를 모르는 대상(플레이어 등)은 처치 목표로 셀 수 없다.
go.GetComponent<PlayerEventBroker>()->publish(EventActorDead{ 1, 500, 0 });
EXPECT_EQ(quest->GetProgress(kGoblinHunt, 0), 0);
}
TEST_F(PlayerQuestTest, Event_NpcInteractionCompletesReadyQuest)
{
GameObject go;
PlayerQuest* quest = AttachQuest(go);
quest->Load(MakeExistingPlayerData(
1001, std::vector<QuestActiveVO>{}, FlagsWithCompleted({ kGoblinHunt })));
// 1002 는 선택 보상이 없으므로 완료 NPC 와 대화하는 것만으로 끝난다.
ASSERT_EQ(quest->AcceptQuest(kGoblinChief), QuestAcceptResult::Ok);
auto* broker = go.GetComponent<PlayerEventBroker>();
broker->publish(EventActorDead{ 1, 500, kOrcMonsterId }); // 스테이지 1 완료
ASSERT_EQ(quest->GetStage(kGoblinChief), 2);
broker->publish(EventNpcInteracted{ 1001, kElderNpcId }); // 보고 + 완료 접수
EXPECT_TRUE(quest->IsCompleted(kGoblinChief));
EXPECT_FALSE(quest->IsActive(kGoblinChief));
}
TEST_F(PlayerQuestTest, Event_NpcInteractionDoesNotAutoCompleteChoiceRewardQuest)
{
GameObject go;
PlayerQuest* quest = AttachQuest(go);
quest->Load(MakeNewPlayerData());
AdvanceToKillStage(*quest);
auto* broker = go.GetComponent<PlayerEventBroker>();
broker->publish(EventActorDead{ 1, 500, kGoblinMonsterId });
quest->ReportProgress(QuestObjectiveType::Kill, kGoblinMonsterId, 9);
quest->ReportProgress(QuestObjectiveType::Collect, kGoblinEarItemId, 5);
ASSERT_EQ(quest->GetStage(kGoblinHunt), 3);
// 1001 은 선택 보상이 있어 대화만으로 끝나면 안 된다(무엇을 줄지 정할 수 없다).
broker->publish(EventNpcInteracted{ 1001, kElderNpcId });
EXPECT_EQ(quest->GetState(kGoblinHunt), QuestState::ReadyToComplete);
EXPECT_FALSE(quest->IsCompleted(kGoblinHunt));
}
TEST_F(PlayerQuestTest, Event_AreaEnteredAdvancesReachObjective)
{
GameObject go;
PlayerQuest* quest = AttachQuest(go);
quest->Load(MakeNewPlayerData(1001, 1));
ASSERT_EQ(quest->AcceptQuest(kFirstSteps), QuestAcceptResult::Ok);
auto* broker = go.GetComponent<PlayerEventBroker>();
broker->publish(EventAreaEntered{ 1001, 1 }); // 다른 맵
EXPECT_EQ(quest->GetProgress(kFirstSteps, 0), 0);
broker->publish(EventAreaEntered{ 1001, 2 }); // 목표 맵(Dark Forest)
EXPECT_EQ(quest->GetProgress(kFirstSteps, 0), 1);
}
TEST_F(PlayerQuestTest, Event_LevelUpCompletesAutoCompleteQuest)
{
GameObject go;
PlayerQuest* quest = AttachQuest(go);
quest->Load(MakeNewPlayerData(1001, 1));
ASSERT_EQ(quest->AcceptQuest(kFirstSteps), QuestAcceptResult::Ok);
auto* broker = go.GetComponent<PlayerEventBroker>();
broker->publish(EventAreaEntered{ 1001, 2 });
EXPECT_FALSE(quest->IsCompleted(kFirstSteps));
broker->publish(EventLevelUp{ 1001, 3 });
EXPECT_TRUE(quest->IsCompleted(kFirstSteps)); // auto_complete 라 즉시 끝난다
}
TEST_F(PlayerQuestTest, Event_QuestAcceptedAndCompletedArePublished)
{
struct Listener
{
int accepted = 0;
int completed = 0;
void OnAccepted(const EventQuestAccepted&) { ++accepted; }
void OnCompleted(const EventQuestCompleted&) { ++completed; }
} listener;
GameObject go;
PlayerQuest* quest = AttachQuest(go);
auto* broker = go.GetComponent<PlayerEventBroker>();
broker->subscribe<Listener, EventQuestAccepted, &Listener::OnAccepted>(&listener);
broker->subscribe<Listener, EventQuestCompleted, &Listener::OnCompleted>(&listener);
quest->Load(MakeNewPlayerData());
ASSERT_EQ(quest->AcceptQuest(kFieldCleanup), QuestAcceptResult::Ok);
EXPECT_EQ(listener.accepted, 1);
quest->ReportProgress(QuestObjectiveType::Kill, kSlimeMonsterId, 10);
EXPECT_EQ(listener.completed, 1);
}
// ============================================================
// 운영(GM)
// ============================================================
TEST_F(PlayerQuestTest, Gm_DisabledQuestCannotBeAcceptedNormally)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData());
// 9001 은 데이터에서 내려둔 퀘스트다.
EXPECT_FALSE(QuestRegistry::Instance().Get(kDisabledEvent)->IsEnabled());
EXPECT_EQ(quest.AcceptQuest(kDisabledEvent), QuestAcceptResult::Disabled);
EXPECT_FALSE(quest.IsActive(kDisabledEvent));
}
TEST_F(PlayerQuestTest, Gm_ForceAcceptBypassesConditions)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData(1001, 1)); // 레벨 1 — 1002 는 레벨/선행 모두 미달
// 레벨을 먼저 보므로 레벨 사유가 나온다(둘 다 미달인 상태를 만든 것이 요점).
ASSERT_EQ(quest.AcceptQuest(kGoblinChief), QuestAcceptResult::LevelTooLow);
EXPECT_TRUE(quest.GmForceAccept(kGoblinChief));
EXPECT_TRUE(quest.IsActive(kGoblinChief));
EXPECT_EQ(quest.GetStage(kGoblinChief), 1);
// 내려둔 퀘스트도 운영은 넣을 수 있다.
EXPECT_TRUE(quest.GmForceAccept(kDisabledEvent));
EXPECT_TRUE(quest.IsActive(kDisabledEvent));
}
TEST_F(PlayerQuestTest, Gm_ForceCompleteSkipsRemainingStages)
{
GameObject go;
go.AddComponent<PlayerEventBroker>();
PlayerItem* inventory = go.AddComponent<PlayerItem>();
PlayerQuest* quest = go.AddComponent<PlayerQuest>();
const PlayerLoadData load = MakeNewPlayerData();
inventory->Load(load);
quest->Load(load);
// 수락조차 하지 않은 상태에서 바로 완료시킨다(문의 대응에서 흔한 경우).
EXPECT_TRUE(quest->GmForceComplete(kGoblinHunt));
EXPECT_TRUE(quest->IsCompleted(kGoblinHunt));
EXPECT_FALSE(quest->IsActive(kGoblinHunt));
// 선택 보상을 지정하지 않으면 첫 번째(검 id 4)를 준다.
EXPECT_EQ(inventory->GetCount(4), 1);
}
TEST_F(PlayerQuestTest, Gm_SetProgressAdvancesStageWhenFilled)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData());
ASSERT_EQ(quest.AcceptQuest(kGoblinHunt), QuestAcceptResult::Ok);
// 스테이지 2 의 두 목표를 한 번에 채워 준다 -> 스테이지 3 으로 넘어가야 한다.
EXPECT_TRUE(quest.GmSetProgress(kGoblinHunt, 2, 10, 5));
EXPECT_EQ(quest.GetStage(kGoblinHunt), 3);
// 스테이지 범위를 벗어나면 거절한다.
EXPECT_FALSE(quest.GmSetProgress(kGoblinHunt, 99, 1));
EXPECT_FALSE(quest.GmSetProgress(kGoblinHunt, 0, 1));
}
TEST_F(PlayerQuestTest, Gm_ResetClearsProgressAndCompletion)
{
PlayerQuest quest;
quest.Load(MakeNewPlayerData());
ASSERT_TRUE(quest.GmForceComplete(kFieldCleanup));
ASSERT_TRUE(quest.IsCompleted(kFieldCleanup));