feat(inventory): remove the requiredLevel equip gate from the detail panel

The API can no longer emit ITEM_LEVEL_REQUIREMENT_NOT_MET (Task 8 removed
the level gate server-side) and InventoryItem.item no longer carries
requiredLevel (Task 12). Drop the characterLevel input, the
meetsLevelRequirement computed, the associated template branch and copy,
and the dead German error-message mapping. Update fixtures across the
inventory specs to the real InventoryItem/CharacterResponse shapes.
This commit is contained in:
Bastian Wagner
2026-08-21 15:06:00 +02:00
parent df4c0c5527
commit c0401d5c60
8 changed files with 10 additions and 33 deletions

View File

@@ -12,7 +12,6 @@ const wornSword: InventoryItem = {
name: 'Abgenutztes Kurzschwert',
rarity: 'COMMON',
equipmentSlot: 'WEAPON',
requiredLevel: 1,
weaponDamage: 8,
bonusAttack: 0,
bonusHp: 0,
@@ -30,7 +29,6 @@ const banditBlade: InventoryItem = {
name: 'Räuberklinge',
rarity: 'COMMON',
equipmentSlot: 'WEAPON',
requiredLevel: 1,
weaponDamage: 11,
bonusAttack: 1,
bonusHp: 0,
@@ -42,7 +40,6 @@ const banditBlade: InventoryItem = {
async function setup(overrides: {
item?: InventoryItem | null;
equippedItemInSlot?: InventoryItem | null;
characterLevel?: number;
busy?: boolean;
}) {
TestBed.resetTestingModule();
@@ -50,7 +47,6 @@ async function setup(overrides: {
const fixture = TestBed.createComponent(InventoryDetailPanelComponent);
fixture.componentRef.setInput('item', overrides.item ?? null);
fixture.componentRef.setInput('equippedItemInSlot', overrides.equippedItemInSlot ?? null);
fixture.componentRef.setInput('characterLevel', overrides.characterLevel ?? 1);
fixture.componentRef.setInput('busy', overrides.busy ?? false);
fixture.detectChanges();
return fixture;
@@ -79,12 +75,13 @@ describe('InventoryDetailPanelComponent', () => {
expect(text).toContain('+1');
});
it('shows a disabled Benötigt Stufe X button when the level requirement is not met', async () => {
const fixture = await setup({ item: { ...banditBlade, item: { ...banditBlade.item, requiredLevel: 5 } }, characterLevel: 1 });
const button = (fixture.nativeElement as HTMLElement).querySelector<HTMLButtonElement>('[data-detail-equip]');
it('always shows the plain equip button for an owned equippable item', async () => {
const fixture = await setup({ item: banditBlade });
const element = fixture.nativeElement as HTMLElement;
expect(button?.textContent).toContain('Benötigt Stufe 5');
expect(button?.disabled).toBe(true);
const button = element.querySelector<HTMLButtonElement>('[data-detail-equip]');
expect(button?.disabled).toBe(false);
expect(button?.textContent?.trim()).toBe('Ausrüsten');
});
it('emits equip with the characterItemId when Ausrüsten is clicked', async () => {