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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, SendShipPacket};
use elseware::entity::character::{CharacterClass, SectionID};
use libpso::packet::ship::*;
use libpso::packet::messages::*;
#[path = "common.rs"]
mod common;
use common::*;
#[async_std::test]
async fn test_mag_feed() {
let mut entity_gateway = InMemoryGateway::default();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
let mag = entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Mag(
item::mag::Mag::baby_mag(0)
),
location: item::ItemLocation::Inventory {
character_id: char1.id,
//equipped: true,
}
}).await.unwrap();
let mut monomates = Vec::new();
for _ in 0..7usize {
monomates.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: item::tool::ToolType::Monomate,
}
),
location: item::ItemLocation::Inventory {
character_id: char1.id,
}
}).await.unwrap());
}
let equipped = item::EquippedEntity {
weapon: None,
armor: None,
shield: None,
unit: [None; 4],
mag: Some(mag.id),
};
entity_gateway.set_character_equips(&char1.id, &equipped).await.unwrap();
let mut inventory = Vec::new();
inventory.push(mag.into());
inventory.push(item::InventoryItemEntity::Stacked(monomates));
entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(inventory)).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;
for _ in 0..7usize {
ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerFeedMag(PlayerFeedMag {
client: 0,
target: 0,
mag_id: 0x10000,
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(), 1);
inventory_items.items[0].with_individual(|item| {
match &item.item {
item::ItemDetail::Mag(mag) => {
println!("mag! {:?}", mag);
assert!(mag.level() == 7);
assert!(mag.def() == 5);
assert!(mag.pow() == 2);
assert!(mag.dex() == 0);
assert!(mag.mind() == 0);
}
_ => panic!()
}
}).unwrap();
}
#[async_std::test]
async fn test_mag_change_owner() {
let mut entity_gateway = InMemoryGateway::default();
let (_user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
let (_user2, mut char2) = new_user_character(&mut entity_gateway, "a2", "a").await;
char1.char_class = CharacterClass::RAmarl;
char1.section_id = SectionID::Redria;
entity_gateway.save_character(&char1).await.unwrap();
char2.char_class = CharacterClass::FOmarl;
char2.section_id = SectionID::Whitill;
entity_gateway.save_character(&char2).await.unwrap();
let mag = entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Mag(
item::mag::Mag::baby_mag(0)
),
location: item::ItemLocation::Inventory {
character_id: char1.id,
}
}).await.unwrap();
entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(vec![mag])).await.unwrap();
let mut ship = Box::new(ShipServerState::builder()
.gateway(entity_gateway.clone())
.build());
log_in_char(&mut ship, ClientId(1), "a1", "a").await;
log_in_char(&mut ship, ClientId(2), "a2", "a").await;
join_lobby(&mut ship, ClientId(1)).await;
join_lobby(&mut ship, ClientId(2)).await;
create_room(&mut ship, ClientId(1), "room", "").await;
join_room(&mut ship, ClientId(2), 0).await;
ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerDropItem(PlayerDropItem {
client: 0,
target: 0,
unknown1: 0,
map_area: 0,
item_id: 0x10000,
x: 0.0,
y: 0.0,
z: 0.0,
})))).await.unwrap().for_each(drop);
ship.handle(ClientId(2), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::PickupItem(PickupItem {
client: 0,
target: 0,
item_id: 0x10000,
map_area: 0,
unknown: [0; 3]
})))).await.unwrap().for_each(drop);
let inventory_items = entity_gateway.get_character_inventory(&char2.id).await.unwrap();
assert_eq!(inventory_items.items.len(), 1);
inventory_items.items[0].with_individual(|item| {
match &item.item {
item::ItemDetail::Mag(mag) => {
assert!(mag.class == CharacterClass::FOmarl);
assert!(mag.id == SectionID::Whitill);
}
_ => panic!()
}
}).unwrap();
}
#[async_std::test]
async fn test_mag_cell() {
let mut entity_gateway = InMemoryGateway::default();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
let mag = entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Mag(
item::mag::Mag::baby_mag(0)
),
location: item::ItemLocation::Inventory {
character_id: char1.id,
}
}).await.unwrap();
for _ in 0..1000usize {
let fed_tool = entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool (
item::tool::Tool {
tool: item::tool::ToolType::Monomate,
}
),
location: item::ItemLocation::FedToMag {
mag: mag.id,
}
}).await.unwrap();
entity_gateway.feed_mag(&mag.id, &fed_tool.id).await.unwrap();
}
let mag_cell = entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: item::tool::ToolType::CellOfMag502,
}
),
location: item::ItemLocation::Inventory {
character_id: char1.id,
}
}).await.unwrap();
let equipped = item::EquippedEntity {
weapon: None,
armor: None,
shield: None,
unit: [None; 4],
mag: Some(mag.id),
};
entity_gateway.set_character_equips(&char1.id, &equipped).await.unwrap();
entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(vec![mag, mag_cell])).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: 0x10001,
})))).await.unwrap().for_each(drop);
let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
inventory_items.items[0].with_individual(|item| {
match &item.item {
item::ItemDetail::Mag(mag) => {
assert_eq!(mag.mag, item::mag::MagType::Soniti);
}
_ => panic!()
}
}).unwrap();
}
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