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@ -725,7 +725,7 @@ async fn test_player_sells_rare_item() { |
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}
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}
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#[async_std::test]
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#[async_std::test]
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async fn test_player_sells_photon_drops() {
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async fn test_player_sells_partial_photon_drop_stack() {
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let mut entity_gateway = InMemoryGateway::default();
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let mut entity_gateway = InMemoryGateway::default();
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let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
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let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
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@ -769,4 +769,400 @@ async fn test_player_sells_photon_drops() { |
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let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap();
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let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap();
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let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap();
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let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap();
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assert_eq!(c1.meseta, 3000);
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assert_eq!(c1.meseta, 3000);
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}
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}
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#[async_std::test]
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async fn test_player_sells_basic_frame() {
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let mut entity_gateway = InMemoryGateway::default();
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let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
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let mut p1_inv = Vec::new();
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p1_inv.push(entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::Armor(
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item::armor::Armor {
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armor: item::armor::ArmorType::Frame,
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dfp: 0,
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evp: 0,
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slots: 0,
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}
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),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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}
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}).await.unwrap());
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entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
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let mut ship = Box::new(ShipServerState::builder()
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.gateway(entity_gateway.clone())
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.build());
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log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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join_lobby(&mut ship, ClientId(1)).await;
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create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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client: 0,
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target: 0,
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item_id: 0x10000,
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amount: 1,
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})))).await.unwrap().for_each(drop);
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let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap();
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let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap();
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assert_eq!(c1.meseta, 24);
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}
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#[async_std::test]
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async fn test_player_sells_max_frame() {
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let mut entity_gateway = InMemoryGateway::default();
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let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
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let mut p1_inv = Vec::new();
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p1_inv.push(entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::Armor(
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item::armor::Armor {
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armor: item::armor::ArmorType::Frame,
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dfp: 2,
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evp: 2,
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slots: 4,
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}
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),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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}
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}).await.unwrap());
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entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
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let mut ship = Box::new(ShipServerState::builder()
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.gateway(entity_gateway.clone())
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.build());
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log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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join_lobby(&mut ship, ClientId(1)).await;
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create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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client: 0,
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target: 0,
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item_id: 0x10000,
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amount: 1,
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})))).await.unwrap().for_each(drop);
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let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap();
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let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap();
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assert_eq!(c1.meseta, 74);
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}
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#[async_std::test]
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async fn test_player_sells_basic_barrier() {
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let mut entity_gateway = InMemoryGateway::default();
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let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
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let mut p1_inv = Vec::new();
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p1_inv.push(entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::Shield(
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item::shield::Shield {
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shield: item::shield::ShieldType::Barrier,
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dfp: 0,
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evp: 0,
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}
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),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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}
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}).await.unwrap());
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entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
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let mut ship = Box::new(ShipServerState::builder()
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.gateway(entity_gateway.clone())
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.build());
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log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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join_lobby(&mut ship, ClientId(1)).await;
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create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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client: 0,
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target: 0,
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item_id: 0x10000,
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amount: 1,
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})))).await.unwrap().for_each(drop);
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let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap();
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let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap();
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assert_eq!(c1.meseta, 69);
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}
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#[async_std::test]
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async fn test_player_sells_max_barrier() {
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let mut entity_gateway = InMemoryGateway::default();
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let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
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let mut p1_inv = Vec::new();
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p1_inv.push(entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::Shield(
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item::shield::Shield {
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shield: item::shield::ShieldType::Barrier,
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dfp: 5,
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evp: 5,
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}
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),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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}
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}).await.unwrap());
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entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
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let mut ship = Box::new(ShipServerState::builder()
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.gateway(entity_gateway.clone())
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.build());
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log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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join_lobby(&mut ship, ClientId(1)).await;
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create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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client: 0,
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target: 0,
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item_id: 0x10000,
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amount: 1,
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})))).await.unwrap().for_each(drop);
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let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap();
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let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap();
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assert_eq!(c1.meseta, 122);
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}
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#[async_std::test]
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async fn test_player_sells_1_star_minusminus_unit() {
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let mut entity_gateway = InMemoryGateway::default();
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let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
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let mut p1_inv = Vec::new();
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p1_inv.push(entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::Unit(
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item::unit::Unit {
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unit: item::unit::UnitType::PriestMind,
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modifier: Some(item::unit::UnitModifier::MinusMinus),
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}
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),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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}
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}).await.unwrap());
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entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
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let mut ship = Box::new(ShipServerState::builder()
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.gateway(entity_gateway.clone())
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.build());
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log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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join_lobby(&mut ship, ClientId(1)).await;
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create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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client: 0,
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target: 0,
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item_id: 0x10000,
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amount: 1,
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})))).await.unwrap().for_each(drop);
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let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap();
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let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap();
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assert_eq!(c1.meseta, 125);
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}
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#[async_std::test]
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async fn test_player_sells_5_star_plusplus_unit() {
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let mut entity_gateway = InMemoryGateway::default();
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let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
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let mut p1_inv = Vec::new();
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p1_inv.push(entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::Unit(
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item::unit::Unit {
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unit: item::unit::UnitType::GeneralHp,
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modifier: Some(item::unit::UnitModifier::PlusPlus),
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}
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),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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}
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}).await.unwrap());
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entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
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let mut ship = Box::new(ShipServerState::builder()
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.gateway(entity_gateway.clone())
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.build());
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log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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join_lobby(&mut ship, ClientId(1)).await;
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create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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client: 0,
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|
|
target: 0,
|
|
|
|
|
|
item_id: 0x10000,
|
|
|
|
|
|
amount: 1,
|
|
|
|
|
|
})))).await.unwrap().for_each(drop);
|
|
|
|
|
|
|
|
|
|
|
|
let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap();
|
|
|
|
|
|
let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap();
|
|
|
|
|
|
assert_eq!(c1.meseta, 625);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[async_std::test]
|
|
|
|
|
|
async fn test_player_sells_rare_frame() {
|
|
|
|
|
|
let mut entity_gateway = InMemoryGateway::default();
|
|
|
|
|
|
|
|
|
|
|
|
let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
|
|
|
|
|
|
|
|
|
|
|
|
let mut p1_inv = Vec::new();
|
|
|
|
|
|
|
|
|
|
|
|
p1_inv.push(entity_gateway.create_item(
|
|
|
|
|
|
item::NewItemEntity {
|
|
|
|
|
|
item: item::ItemDetail::Armor(
|
|
|
|
|
|
item::armor::Armor {
|
|
|
|
|
|
armor: item::armor::ArmorType::StinkFrame,
|
|
|
|
|
|
dfp: 10,
|
|
|
|
|
|
evp: 20,
|
|
|
|
|
|
slots: 3,
|
|
|
|
|
|
}
|
|
|
|
|
|
),
|
|
|
|
|
|
location: item::ItemLocation::Inventory {
|
|
|
|
|
|
character_id: char1.id,
|
|
|
|
|
|
}
|
|
|
|
|
|
}).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_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
|
|
|
|
|
|
|
|
|
|
|
|
ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
|
|
|
|
|
|
client: 0,
|
|
|
|
|
|
target: 0,
|
|
|
|
|
|
item_id: 0x10000,
|
|
|
|
|
|
amount: 1,
|
|
|
|
|
|
})))).await.unwrap().for_each(drop);
|
|
|
|
|
|
|
|
|
|
|
|
let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap();
|
|
|
|
|
|
let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap();
|
|
|
|
|
|
assert_eq!(c1.meseta, 10);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[async_std::test]
|
|
|
|
|
|
async fn test_player_sells_rare_barrier() {
|
|
|
|
|
|
let mut entity_gateway = InMemoryGateway::default();
|
|
|
|
|
|
|
|
|
|
|
|
let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
|
|
|
|
|
|
|
|
|
|
|
|
let mut p1_inv = Vec::new();
|
|
|
|
|
|
|
|
|
|
|
|
p1_inv.push(entity_gateway.create_item(
|
|
|
|
|
|
item::NewItemEntity {
|
|
|
|
|
|
item: item::ItemDetail::Shield(
|
|
|
|
|
|
item::shield::Shield {
|
|
|
|
|
|
shield: item::shield::ShieldType::RedRing,
|
|
|
|
|
|
dfp: 10,
|
|
|
|
|
|
evp: 20,
|
|
|
|
|
|
}
|
|
|
|
|
|
),
|
|
|
|
|
|
location: item::ItemLocation::Inventory {
|
|
|
|
|
|
character_id: char1.id,
|
|
|
|
|
|
}
|
|
|
|
|
|
}).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_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
|
|
|
|
|
|
|
|
|
|
|
|
ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
|
|
|
|
|
|
client: 0,
|
|
|
|
|
|
target: 0,
|
|
|
|
|
|
item_id: 0x10000,
|
|
|
|
|
|
amount: 1,
|
|
|
|
|
|
})))).await.unwrap().for_each(drop);
|
|
|
|
|
|
|
|
|
|
|
|
let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap();
|
|
|
|
|
|
let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap();
|
|
|
|
|
|
assert_eq!(c1.meseta, 10);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[async_std::test]
|
|
|
|
|
|
async fn test_player_sells_rare_unit() {
|
|
|
|
|
|
let mut entity_gateway = InMemoryGateway::default();
|
|
|
|
|
|
|
|
|
|
|
|
let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
|
|
|
|
|
|
|
|
|
|
|
|
let mut p1_inv = Vec::new();
|
|
|
|
|
|
|
|
|
|
|
|
p1_inv.push(entity_gateway.create_item(
|
|
|
|
|
|
item::NewItemEntity {
|
|
|
|
|
|
item: item::ItemDetail::Unit(
|
|
|
|
|
|
item::unit::Unit {
|
|
|
|
|
|
unit: item::unit::UnitType::V101,
|
|
|
|
|
|
modifier: None,
|
|
|
|
|
|
}
|
|
|
|
|
|
),
|
|
|
|
|
|
location: item::ItemLocation::Inventory {
|
|
|
|
|
|
character_id: char1.id,
|
|
|
|
|
|
}
|
|
|
|
|
|
}).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_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
|
|
|
|
|
|
|
|
|
|
|
|
ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
|
|
|
|
|
|
client: 0,
|
|
|
|
|
|
target: 0,
|
|
|
|
|
|
item_id: 0x10000,
|
|
|
|
|
|
amount: 1,
|
|
|
|
|
|
})))).await.unwrap().for_each(drop);
|
|
|
|
|
|
|
|
|
|
|
|
let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap();
|
|
|
|
|
|
let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap();
|
|
|
|
|
|
assert_eq!(c1.meseta, 10);
|
|
|
|
|
|
}
|