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use elseware::common::serverstate::{ClientId, ServerState};
use elseware::entity::gateway::{EntityGateway, InMemoryGateway};
use elseware::entity::item;
use elseware::ship::ship::{ShipServerState, RecvShipPacket};
//use elseware::ship::items::{ClientItemId, ActiveItemEntityId, HeldItemType, FloorItemType};
use libpso::packet::ship::*;
use libpso::packet::messages::*;
#[path = "common.rs"]
mod common;
use common::*;
#[async_std::test]
async fn test_use_monomate() {
let mut entity_gateway = InMemoryGateway::default();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
let mut p1_items = Vec::new();
for tool in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter() {
let mut item = Vec::new();
for _ in 0..2usize {
item.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: tool
}
),
}).await.unwrap());
}
p1_items.push(item::InventoryItemEntity::Stacked(item));
}
entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_items)).await.unwrap();
let mut ship = Box::new(ShipServerState::builder()
.gateway(entity_gateway.clone())
.build());
log_in_char(&mut ship, ClientId(1), "a1", "a").await;
join_lobby(&mut ship, ClientId(1)).await;
create_room(&mut ship, ClientId(1), "room", "").await;
ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x10000,
})))).await.unwrap().for_each(drop);
let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
assert_eq!(inventory_items.items.len(), 2);
inventory_items.items[0].with_stacked(|items| {
assert_eq!(items.len(), 1)
}).unwrap();
inventory_items.items[1].with_stacked(|items| {
assert_eq!(items.len(), 2)
}).unwrap();
}
#[async_std::test]
async fn test_use_monomate_twice() {
let mut entity_gateway = InMemoryGateway::default();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
let mut p1_items = Vec::new();
for tool in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter() {
let mut item = Vec::new();
for _ in 0..3usize {
item.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: tool
}
),
}).await.unwrap());
}
p1_items.push(item::InventoryItemEntity::Stacked(item));
}
entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_items)).await.unwrap();
let mut ship = Box::new(ShipServerState::builder()
.gateway(entity_gateway.clone())
.build());
log_in_char(&mut ship, ClientId(1), "a1", "a").await;
join_lobby(&mut ship, ClientId(1)).await;
create_room(&mut ship, ClientId(1), "room", "").await;
ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x10000,
})))).await.unwrap().for_each(drop);
ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x10000,
})))).await.unwrap().for_each(drop);
let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
assert_eq!(inventory_items.items.len(), 2);
inventory_items.items[0].with_stacked(|items| {
assert_eq!(items.len(), 1)
}).unwrap();
inventory_items.items[1].with_stacked(|items| {
assert_eq!(items.len(), 3)
}).unwrap();
}
#[async_std::test]
async fn test_use_last_monomate() {
let mut entity_gateway = InMemoryGateway::default();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
let mut p1_inv = Vec::new();
for tool in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter() {
p1_inv.push(item::InventoryItemEntity::Stacked(vec![entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: tool
}
),
}).await.unwrap()]));
}
entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
let mut ship = Box::new(ShipServerState::builder()
.gateway(entity_gateway.clone())
.build());
log_in_char(&mut ship, ClientId(1), "a1", "a").await;
join_lobby(&mut ship, ClientId(1)).await;
create_room(&mut ship, ClientId(1), "room", "").await;
ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x10000,
})))).await.unwrap().for_each(drop);
let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
assert_eq!(inventory_items.items.len(), 1);
inventory_items.items[0].with_stacked(|items| {
assert_eq!(items.len(), 1);
assert_eq!(items[0].item.item_type(), item::ItemType::Tool(item::tool::ToolType::Monofluid));
}).unwrap();
}
#[async_std::test]
async fn test_use_nonstackable_tool() {
let mut entity_gateway = InMemoryGateway::default();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
let mut p1_items = Vec::new();
p1_items.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: item::tool::ToolType::HuntersReport,
}
),
}).await.unwrap());
entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_items)).await.unwrap();
let mut ship = Box::new(ShipServerState::builder()
.gateway(entity_gateway.clone())
.build());
log_in_char(&mut ship, ClientId(1), "a1", "a").await;
join_lobby(&mut ship, ClientId(1)).await;
create_room(&mut ship, ClientId(1), "room", "").await;
ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x10000,
})))).await.unwrap().for_each(drop);
let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
assert_eq!(inventory_items.items.len(), 0);
}
#[async_std::test]
async fn test_use_materials() {
let mut entity_gateway = InMemoryGateway::default();
let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
let mut p1_inv = Vec::new();
for tool in vec![item::tool::ToolType::PowerMaterial, item::tool::ToolType::LuckMaterial].into_iter() {
let mut item = Vec::new();
for _ in 0..5usize {
item.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: tool
}
),
}).await.unwrap());
}
p1_inv.push(item::InventoryItemEntity::Stacked(item));
}
entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
let mut ship = Box::new(ShipServerState::builder()
.gateway(entity_gateway.clone())
.build());
log_in_char(&mut ship, ClientId(1), "a1", "a").await;
join_lobby(&mut ship, ClientId(1)).await;
create_room(&mut ship, ClientId(1), "room", "").await;
ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x10000,
})))).await.unwrap().for_each(drop);
ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x10001,
})))).await.unwrap().for_each(drop);
ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x10001,
})))).await.unwrap().for_each(drop);
let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
assert_eq!(inventory_items.items.len(), 2);
inventory_items.items[0].with_stacked(|items| {
assert_eq!(items.len(), 4)
}).unwrap();
inventory_items.items[1].with_stacked(|items| {
assert_eq!(items.len(), 3)
}).unwrap();
let characters = entity_gateway.get_characters_by_user(&user1).await.unwrap();
let char = characters[0].as_ref().unwrap();
assert!(char.materials.power == 1);
assert!(char.materials.luck == 2);
}
// TODO: tests for ALL ITEMS WOW
/*
#[async_std::test]
pub async fn test_learn_new_tech() {}
#[async_std::test]
pub async fn test_new_fo_has_foie_1() {}
#[async_std::test]
pub async fn test_char_cannot_use_lower_level_tech() {}
#[async_std::test]
pub async fn test_char_cannot_learn_wrong_tech() {}
#[async_std::test]
pub async fn test_char_cannot_learn_high_level_tech() {}
#[async_std::test]
pub async fn test_android_cannot_learn_tech() {}
*/
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