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Merge pull request 'equip_changes' (#241) from equip_changes into master
Merge pull request 'equip_changes' (#241) from equip_changes into master
Reviewed-by: jake <jake@sharnoth.com>pbs
jake
4 years ago
12 changed files with 547 additions and 10 deletions
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110src/bin/main.rs
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3src/entity/gateway/postgres/models.rs
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4src/entity/item/unit.rs
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2src/ship/drops/generic_unit.rs
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1src/ship/drops/rare_drop_table.rs
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62src/ship/items/inventory.rs
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88src/ship/items/manager.rs
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57src/ship/packet/handler/message.rs
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7src/ship/ship.rs
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1src/ship/shops/armor.rs
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2tests/test_character.rs
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218tests/test_item_equip.rs
@ -0,0 +1,218 @@ |
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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::ship::ship::{ShipServerState, RecvShipPacket};
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use elseware::entity::item;
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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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#[async_std::test]
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async fn test_equip_unit_from_equip_menu() {
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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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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: 4,
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modifiers: Vec::new(),
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}),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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slot: 0,
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equipped: true,
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}
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}).await;
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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::KnightPower,
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modifier: None,
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armor_slot: 0,
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}),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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slot: 1,
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equipped: false,
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}
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}).await.unwrap();
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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::KnightPower,
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modifier: Some(item::unit::UnitModifier::Plus),
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armor_slot: 0,
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}),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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slot: 2,
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equipped: false,
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}
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}).await.unwrap();
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let mut ship = 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::PlayerEquipItem(PlayerEquipItem {
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client: 0,
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target: 0,
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item_id: 0x10001,
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sub_menu: 9,
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unknown1: 0,
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})))).await.unwrap().for_each(drop);
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// case when someone tries to send invalid submenu? submenu is 9-12 in normal gameplay
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ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerEquipItem(PlayerEquipItem {
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client: 0,
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target: 0,
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item_id: 0x10002,
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sub_menu: 14,
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unknown1: 0,
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})))).await.unwrap().for_each(drop);
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let items = entity_gateway.get_items_by_character(&char1).await;
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let (unit1, unit2) = (&items[1], &items[2]);
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let unit1_equipped = match unit1.location {
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item::ItemLocation::Inventory{equipped, ..} => equipped,
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_ => false,
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};
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let unit2_equipped = match unit2.location {
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item::ItemLocation::Inventory{equipped, ..} => equipped,
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_ => false,
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};
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assert!({
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match unit1.item {
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item::ItemDetail::Unit(u) => {
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if u.armor_slot == 0 && unit1_equipped {
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true
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} else {
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false
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}
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},
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_ => false,
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}
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});
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assert!({
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match unit2.item {
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item::ItemDetail::Unit(u) => {
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if u.armor_slot == 1 && unit2_equipped {
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true
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} else {
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false
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}
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},
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_ => false,
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}
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});
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}
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#[async_std::test]
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async fn test_unequip_armor_with_units() {
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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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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: 4,
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modifiers: Vec::new(),
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}),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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slot: 0,
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equipped: true,
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}
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}).await;
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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::KnightPower,
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modifier: None,
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armor_slot: 0,
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}),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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slot: 1,
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equipped: true,
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}
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}).await.unwrap();
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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::KnightPower,
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modifier: Some(item::unit::UnitModifier::Plus),
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armor_slot: 1,
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}),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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slot: 2,
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equipped: true,
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}
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}).await.unwrap();
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let mut ship = 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::PlayerUnequipItem(PlayerUnequipItem {
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client: 0,
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target: 0,
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item_id: 0x10000,
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unknown1: 0,
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})))).await.unwrap().for_each(drop);
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let items = entity_gateway.get_items_by_character(&char1).await;
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let (armor, unit1, unit2) = (&items[0], &items[1], &items[2]);
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let armor_equipped = match armor.location {
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item::ItemLocation::Inventory{equipped, ..} => equipped,
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_ => true,
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};
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let unit1_equipped = match unit1.location {
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item::ItemLocation::Inventory{equipped, ..} => equipped,
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_ => true,
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};
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let unit2_equipped = match unit2.location {
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item::ItemLocation::Inventory{equipped, ..} => equipped,
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_ => true,
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};
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assert!(armor_equipped == false);
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assert!(unit1_equipped == false);
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assert!(unit2_equipped == false);
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}
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