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more selling tests!

pull/65/head
andy 3 years ago
parent
commit
89ddec480e
  1. 398
      tests/test_shops.rs

398
tests/test_shops.rs

@ -725,7 +725,7 @@ async fn test_player_sells_rare_item() {
} }
#[async_std::test] #[async_std::test]
async fn test_player_sells_photon_drops() {
async fn test_player_sells_partial_photon_drop_stack() {
let mut entity_gateway = InMemoryGateway::default(); let mut entity_gateway = InMemoryGateway::default();
let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
@ -770,3 +770,399 @@ async fn test_player_sells_photon_drops() {
let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap(); let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap();
assert_eq!(c1.meseta, 3000); assert_eq!(c1.meseta, 3000);
} }
#[async_std::test]
async fn test_player_sells_basic_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::Frame,
dfp: 0,
evp: 0,
slots: 0,
}
),
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, 24);
}
#[async_std::test]
async fn test_player_sells_max_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::Frame,
dfp: 2,
evp: 2,
slots: 4,
}
),
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, 74);
}
#[async_std::test]
async fn test_player_sells_basic_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::Barrier,
dfp: 0,
evp: 0,
}
),
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, 69);
}
#[async_std::test]
async fn test_player_sells_max_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::Barrier,
dfp: 5,
evp: 5,
}
),
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, 122);
}
#[async_std::test]
async fn test_player_sells_1_star_minusminus_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::PriestMind,
modifier: Some(item::unit::UnitModifier::MinusMinus),
}
),
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, 125);
}
#[async_std::test]
async fn test_player_sells_5_star_plusplus_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::GeneralHp,
modifier: Some(item::unit::UnitModifier::PlusPlus),
}
),
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, 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);
}
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