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fix picking up stacked items messing up inventory count

pbs
jake 5 years ago
parent
commit
c26bc895da
  1. 61
      src/ship/items.rs
  2. 2
      src/ship/ship.rs
  3. 216
      tests/test_item_pickup.rs

61
src/ship/items.rs

@ -21,16 +21,16 @@ struct RoomItemId(RoomId, u32);
#[derive(Debug, Copy, Clone, Hash, PartialEq, Eq)] #[derive(Debug, Copy, Clone, Hash, PartialEq, Eq)]
pub struct ClientItemId(pub u32); pub struct ClientItemId(pub u32);
#[derive(Debug, Clone)]
enum ActiveItemEntityId {
#[derive(Debug, Clone, PartialEq)]
pub enum ActiveItemEntityId {
Individual(ItemEntityId), Individual(ItemEntityId),
Stacked(Vec<ItemEntityId>), Stacked(Vec<ItemEntityId>),
Meseta(Meseta), Meseta(Meseta),
} }
#[derive(Debug, Clone)]
enum HeldItemType {
#[derive(Debug, Clone, PartialEq)]
pub enum HeldItemType {
Individual(ItemDetail), Individual(ItemDetail),
Stacked(Tool, usize), Stacked(Tool, usize),
} }
@ -89,10 +89,10 @@ impl FloorItemType {
#[derive(Debug, Clone)] #[derive(Debug, Clone)]
pub struct InventoryItem { pub struct InventoryItem {
entity_id: ActiveItemEntityId,
item_id: ClientItemId,
item: HeldItemType,
equipped: bool,
pub entity_id: ActiveItemEntityId,
pub item_id: ClientItemId,
pub item: HeldItemType,
pub equipped: bool,
} }
#[derive(Debug, Clone)] #[derive(Debug, Clone)]
@ -113,6 +113,7 @@ pub struct BankItem {
} }
#[derive(Debug)]
pub struct CharacterInventory<'a>(&'a Vec<InventoryItem>); pub struct CharacterInventory<'a>(&'a Vec<InventoryItem>);
impl<'a> CharacterInventory<'a> { impl<'a> CharacterInventory<'a> {
@ -132,6 +133,10 @@ impl<'a> CharacterInventory<'a> {
}) })
} }
pub fn slot(&self, slot: usize) -> Option<&'a InventoryItem> {
self.0.get(slot)
}
pub fn count(&self) -> usize { pub fn count(&self) -> usize {
self.0.len() self.0.len()
} }
@ -325,13 +330,46 @@ impl ItemManager {
inventory.push(inventory_item); inventory.push(inventory_item);
} // else something went very wrong TODO: log it } // else something went very wrong TODO: log it
}, },
FloorItemType::Stacked(tool, usize) => {
let inventory_item = InventoryItem {
FloorItemType::Stacked(tool, amount) => {
let inventory_item = inventory.iter_mut()
.filter(|i| {
if let HeldItemType::Stacked(tooltype, _amount) = i.item {
tooltype == tool
}
else {
false
}
})
.next()
.map(|existing_inv_item| {
// TOOD: check stack amount does not exceed limit
if let (ActiveItemEntityId::Stacked(ref mut inv_item_id),
ActiveItemEntityId::Stacked(floor_item_id))
= (&mut existing_inv_item.entity_id, &floor_item.entity_id)
{
inv_item_id.append(&mut floor_item_id.clone());
}
if let (HeldItemType::Stacked(_inv_tooltype, ref mut inv_amount),
FloorItemType::Stacked(_floor_tooltype, floor_amount))
= (&mut existing_inv_item.item, &floor_item.item)
{
// TODO: check tools are eq?
*inv_amount += floor_amount
}
existing_inv_item.clone()
})
.unwrap_or_else(|| {
let picked_up_item = InventoryItem {
entity_id: floor_item.entity_id, entity_id: floor_item.entity_id,
item_id: floor_item.item_id, item_id: floor_item.item_id,
item: HeldItemType::Stacked(tool, usize),
item: HeldItemType::Stacked(tool, amount),
equipped: false, equipped: false,
}; };
inventory.push(picked_up_item.clone());
picked_up_item
});
if let ActiveItemEntityId::Stacked(item_ids) = &inventory_item.entity_id { if let ActiveItemEntityId::Stacked(item_ids) = &inventory_item.entity_id {
for item_id in item_ids { for item_id in item_ids {
@ -345,7 +383,6 @@ impl ItemManager {
}, },
}); // TODO: error check }); // TODO: error check
}; };
inventory.push(inventory_item);
} // else something went very wrong TODO: log it } // else something went very wrong TODO: log it
}, },
FloorItemType::Meseta(meseta) => { FloorItemType::Meseta(meseta) => {

2
src/ship/ship.rs

@ -243,7 +243,7 @@ pub struct ShipServerState<EG: EntityGateway> {
level_table: CharacterLevelTable, level_table: CharacterLevelTable,
name: String, name: String,
rooms: Rooms, rooms: Rooms,
item_manager: items::ItemManager,
pub item_manager: items::ItemManager,
quests: quests::QuestList, quests: quests::QuestList,
} }

216
tests/test_item_pickup.rs

@ -0,0 +1,216 @@
use std::time::SystemTime;
use elseware::common::serverstate::{ClientId, ServerState};
use elseware::entity::gateway::{EntityGateway, InMemoryGateway};
use elseware::entity::account::{UserAccountEntity, NewUserAccountEntity, NewUserSettingsEntity};
use elseware::entity::character::{CharacterEntity, NewCharacterEntity};
//use elseware::entity::item::{NewItemEntity, ItemDetail, ItemLocation};
use elseware::entity::item;
use elseware::ship::ship::{ShipServerState, RecvShipPacket};
use elseware::ship::items::{ClientItemId, ActiveItemEntityId, HeldItemType};
use libpso::packet::ship::*;
use libpso::packet::messages::*;
use libpso::packet::login::{Login, Session};
use libpso::{utf8_to_array, utf8_to_utf16_array};
pub fn new_user_character<EG: EntityGateway>(entity_gateway: &mut EG, username: &str, password: &str) -> (UserAccountEntity, CharacterEntity) {
let new_user = NewUserAccountEntity {
username: username.into(),
password: bcrypt::hash(password, 5).unwrap(),
guildcard: 1,
team_id: None,
banned: false,
muted_until: SystemTime::now(),
created_at: SystemTime::now(),
flags: 0,
};
let user = entity_gateway.create_user(new_user).unwrap();
let new_settings = NewUserSettingsEntity::new(user.id);
let _settings = entity_gateway.create_user_settings(new_settings).unwrap();
let new_character = NewCharacterEntity::new(user.id);
let character = entity_gateway.create_character(new_character).unwrap();
(user, character)
}
pub fn log_in_char<EG: EntityGateway>(ship: &mut ShipServerState<EG>, id: ClientId, username: &str, password: &str) {
let username = username.to_string();
let password = password.to_string();
ship.handle(id, &RecvShipPacket::Login(Login {
tag: 0,
guildcard: 0,
version: 0,
unknown1: [0; 6],
team: 0,
username: utf8_to_array!(username, 16),
unknown2: [0; 32],
password: utf8_to_array!(password, 16),
unknown3: [0; 40],
hwinfo: [0; 8],
session: Session::new(),
})).unwrap().for_each(drop);
}
pub fn join_lobby<EG: EntityGateway>(ship: &mut ShipServerState<EG>, id: ClientId) {
ship.handle(id, &RecvShipPacket::CharData(CharData {
_unknown: [0; 0x828]
})).unwrap().for_each(drop);
}
pub fn create_room<EG: EntityGateway>(ship: &mut ShipServerState<EG>, id: ClientId, name: &str, password: &str) {
ship.handle(id, &RecvShipPacket::CreateRoom(CreateRoom {
unknown: [0; 2],
name: utf8_to_utf16_array!(name, 16),
password: utf8_to_utf16_array!(password, 16),
difficulty: 0,
battle: 0,
challenge: 0,
episode: 1,
single_player: 0,
padding: [0; 3],
})).unwrap().for_each(drop);
ship.handle(id, &RecvShipPacket::DoneBursting(DoneBursting {})).unwrap().for_each(drop);
}
pub fn join_room<EG: EntityGateway>(ship: &mut ShipServerState<EG>, id: ClientId, room_id: u32) {
ship.handle(id, &RecvShipPacket::MenuSelect(MenuSelect {
menu: ROOM_MENU_ID,
item: room_id,
})).unwrap().for_each(drop);
}
#[test]
fn test_pick_up_item_stack_of_items_already_in_inventory() {
let mut entity_gateway = InMemoryGateway::new();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a");
let (_user2, char2) = new_user_character(&mut entity_gateway, "a2", "a");
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,
slot: 0,
equipped: false,
}
});
for (slot, tool) in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter().enumerate() {
for _ in 0..5 {
entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: tool
}
),
location: item::ItemLocation::Inventory {
character_id: char2.id,
slot: slot,
equipped: false,
}
});
}
}
let mut ship = ShipServerState::new(entity_gateway.clone());
log_in_char(&mut ship, ClientId(1), "a1", "a");
log_in_char(&mut ship, ClientId(2), "a2", "a");
join_lobby(&mut ship, ClientId(1));
join_lobby(&mut ship, ClientId(2));
create_room(&mut ship, ClientId(1), "room", "");
join_room(&mut ship, ClientId(2), 0);
ship.handle(ClientId(2), &RecvShipPacket::Message(Message::new(GameMessage::PlayerDropItem(PlayerDropItem {
client: 0,
target: 0,
unknown1: 0,
area: 0,
item_id: 0x210000,
x: 0.0,
y: 0.0,
z: 0.0,
})))).unwrap().for_each(drop);
ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::PickupItem(PickupItem {
client: 0,
target: 0,
item_id: 0x210000,
area: 0,
unknown: [0; 3]
})))).unwrap().for_each(drop);
let p1_inventory = ship.item_manager.get_character_inventory(&char1).unwrap();
assert!(p1_inventory.count() == 1);
let inventory_item = p1_inventory.slot(0).unwrap();
assert!(inventory_item.entity_id == ActiveItemEntityId::Stacked(vec![item::ItemEntityId(1), item::ItemEntityId(2), item::ItemEntityId(3), item::ItemEntityId(4), item::ItemEntityId(5), item::ItemEntityId(6)]));
assert!(inventory_item.item == HeldItemType::Stacked(item::tool::Tool {tool: item::tool::ToolType::Monomate}, 6));
}
#[test]
fn test_pick_up_item_stack_of_items_not_already_held() {
let mut entity_gateway = InMemoryGateway::new();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a");
let (_user2, char2) = new_user_character(&mut entity_gateway, "a2", "a");
entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: item::tool::ToolType::Monomate
}
),
location: item::ItemLocation::Inventory {
character_id: char2.id,
slot: 0,
equipped: false,
}
});
let mut ship = ShipServerState::new(entity_gateway.clone());
log_in_char(&mut ship, ClientId(1), "a1", "a");
log_in_char(&mut ship, ClientId(2), "a2", "a");
join_lobby(&mut ship, ClientId(1));
join_lobby(&mut ship, ClientId(2));
create_room(&mut ship, ClientId(1), "room", "");
join_room(&mut ship, ClientId(2), 0);
ship.handle(ClientId(2), &RecvShipPacket::Message(Message::new(GameMessage::PlayerDropItem(PlayerDropItem {
client: 0,
target: 0,
unknown1: 0,
area: 0,
item_id: 0x210000,
x: 0.0,
y: 0.0,
z: 0.0,
})))).unwrap().for_each(drop);
ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::PickupItem(PickupItem {
client: 0,
target: 0,
item_id: 0x210000,
area: 0,
unknown: [0; 3]
})))).unwrap().for_each(drop);
let p1_inventory = ship.item_manager.get_character_inventory(&char1).unwrap();
assert!(p1_inventory.count() == 1);
let inventory_item = p1_inventory.slot(0).unwrap();
assert!(inventory_item.entity_id == ActiveItemEntityId::Stacked(vec![item::ItemEntityId(1)]));
assert!(inventory_item.item == HeldItemType::Stacked(item::tool::Tool {tool: item::tool::ToolType::Monomate}, 1));
}
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