finally added a present test. rename item_actions to menu_actions
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101
tests/test_item_modifiers.rs
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101
tests/test_item_modifiers.rs
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@ -0,0 +1,101 @@
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use elseware::common::serverstate::{ClientId, ServerState};
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use elseware::entity::gateway::{EntityGateway, InMemoryGateway};
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use elseware::entity::item;
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use elseware::ship::ship::{ShipServerState, RecvShipPacket, SendShipPacket};
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use libpso::packet::ship::*;
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use libpso::packet::messages::*;
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#[path = "common.rs"]
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mod common;
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use common::*;
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// unwrap presents
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#[async_std::test]
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async fn test_unwrap_weapon() {
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let mut entity_gateway = InMemoryGateway::new();
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let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
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let wrapped_item = entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::Weapon(item::weapon::Weapon {
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weapon: item::weapon::WeaponType::Saber,
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special: Some(item::weapon::WeaponSpecial::Burning),
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grind: 5,
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attrs: [Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Machine, value: 20}),
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Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Hit, value: 30}),
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None],
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tekked: false,
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wrapping: Some(item::WrappingPaper::Red_Green),
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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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println!("created item: {:?}", wrapped_item);
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let mut inventory = Vec::<item::ItemEntity>::new();
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inventory.push(wrapped_item.into());
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entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(inventory)).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(&mut ship, ClientId(1), "room", "").await;
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ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
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client: 0,
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target: 0,
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item_id: 0x10000,
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})))).await.unwrap().for_each(drop);
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let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
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inventory_items.items[0].with_individual(|item| {
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match &item.item {
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item::ItemDetail::Weapon(weapon) => {
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assert!(weapon.as_bytes() == [0x00, 0x01, 0x00, 0x05, 0x9A, 0x00, 0x03, 0x14, 0x05, 0x1E, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00]);
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},
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_ => panic!(),
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}
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}).unwrap();
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}
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#[async_std::test]
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async fn test_unwrap_armor() {}
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#[async_std::test]
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async fn test_unwrap_shield() {}
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#[async_std::test]
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async fn test_unwrap_unit() {}
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// mag cells are covered in test_mags.rs
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#[async_std::test]
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async fn test_unwrap_mag() {}
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// TODO: implement wrapping packet (gallons shop quest)
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// wrap presents
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#[async_std::test]
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async fn test_wrap_weapon() {}
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#[async_std::test]
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async fn test_wrap_armor() {}
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#[async_std::test]
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async fn test_wrap_shield() {}
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#[async_std::test]
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async fn test_wrap_unit() {}
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// mag cells are covered in test_mags.rs
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#[async_std::test]
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async fn test_wrap_mag() {}
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// item combinations?
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@ -25,6 +25,7 @@ async fn test_equip_unit_from_equip_menu() {
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dfp: 0,
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evp: 0,
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slots: 4,
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wrapping: None,
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}),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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@ -113,6 +114,7 @@ async fn test_unequip_armor_with_units() {
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dfp: 0,
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evp: 0,
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slots: 4,
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wrapping: None,
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}),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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@ -192,6 +194,7 @@ async fn test_sort_items() {
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dfp: 0,
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evp: 0,
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slots: 4,
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wrapping: None,
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}),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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