use networking::serverstate::{ClientId, ServerState}; use entity::gateway::{EntityGateway, InMemoryGateway}; use entity::item; use ship_server::RecvShipPacket; use entity::character::TechLevel; use libpso::packet::ship::*; use libpso::packet::messages::*; #[path = "common.rs"] mod common; use common::*; #[async_std::test] async fn test_use_monomate() { let mut entity_gateway = InMemoryGateway::default(); let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let mut p1_items = Vec::new(); for tool in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter() { let mut item = Vec::new(); for _ in 0..2usize { item.push(entity_gateway.create_item( ItemBuilder::tool(tool) .as_new() ).await.unwrap()); } p1_items.push(item::InventoryItemEntity::Stacked(item)); } entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_items)).await.unwrap(); let mut ship = standard_ship(entity_gateway.clone()); log_in_char(&mut ship, ClientId(1), "a1", "a").await; join_lobby(&mut ship, ClientId(1)).await; create_room(&mut ship, ClientId(1), "room", "").await; ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem { client: 0, target: 0, item_id: 0x10000, })))).await.unwrap(); let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap(); assert_eq!(inventory_items.items.len(), 2); inventory_items.items[0].with_stacked(|items| { assert_eq!(items.len(), 1) }).unwrap(); inventory_items.items[1].with_stacked(|items| { assert_eq!(items.len(), 2) }).unwrap(); } #[async_std::test] async fn test_use_monomate_twice() { let mut entity_gateway = InMemoryGateway::default(); let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let mut p1_items = Vec::new(); for tool in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter() { let mut item = Vec::new(); for _ in 0..3usize { item.push(entity_gateway.create_item( ItemBuilder::tool(tool) .as_new() ).await.unwrap()); } p1_items.push(item::InventoryItemEntity::Stacked(item)); } entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_items)).await.unwrap(); let mut ship = standard_ship(entity_gateway.clone()); log_in_char(&mut ship, ClientId(1), "a1", "a").await; join_lobby(&mut ship, ClientId(1)).await; create_room(&mut ship, ClientId(1), "room", "").await; ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem { client: 0, target: 0, item_id: 0x10000, })))).await.unwrap(); ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem { client: 0, target: 0, item_id: 0x10000, })))).await.unwrap(); let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap(); assert_eq!(inventory_items.items.len(), 2); inventory_items.items[0].with_stacked(|items| { assert_eq!(items.len(), 1) }).unwrap(); inventory_items.items[1].with_stacked(|items| { assert_eq!(items.len(), 3) }).unwrap(); } #[async_std::test] async fn test_use_last_monomate() { let mut entity_gateway = InMemoryGateway::default(); let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let mut p1_inv = Vec::new(); for tool in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter() { p1_inv.push(item::InventoryItemEntity::Stacked(vec![entity_gateway.create_item( ItemBuilder::tool(tool) .as_new() ).await.unwrap()])); } entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap(); let mut ship = standard_ship(entity_gateway.clone()); log_in_char(&mut ship, ClientId(1), "a1", "a").await; join_lobby(&mut ship, ClientId(1)).await; create_room(&mut ship, ClientId(1), "room", "").await; ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem { client: 0, target: 0, item_id: 0x10000, })))).await.unwrap(); let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap(); assert_eq!(inventory_items.items.len(), 1); inventory_items.items[0].with_stacked(|items| { assert_eq!(items.len(), 1); assert_eq!(items[0].item.item_type(), item::ItemType::Tool(item::tool::ToolType::Monofluid)); }).unwrap(); } #[async_std::test] async fn test_use_nonstackable_tool() { let mut entity_gateway = InMemoryGateway::default(); let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let mut p1_items = Vec::new(); p1_items.push(entity_gateway.create_item( ItemBuilder::tool(item::tool::ToolType::HuntersReport) .as_new() ).await.unwrap()); entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_items)).await.unwrap(); let mut ship = standard_ship(entity_gateway.clone()); log_in_char(&mut ship, ClientId(1), "a1", "a").await; join_lobby(&mut ship, ClientId(1)).await; create_room(&mut ship, ClientId(1), "room", "").await; ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem { client: 0, target: 0, item_id: 0x10000, })))).await.unwrap(); let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap(); assert_eq!(inventory_items.items.len(), 0); } #[async_std::test] async fn test_use_materials() { let mut entity_gateway = InMemoryGateway::default(); let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let mut p1_inv = Vec::new(); for tool in vec![item::tool::ToolType::PowerMaterial, item::tool::ToolType::LuckMaterial].into_iter() { let mut item = Vec::new(); for _ in 0..5usize { item.push(entity_gateway.create_item( ItemBuilder::tool(tool) .as_new() ).await.unwrap()); } p1_inv.push(item::InventoryItemEntity::Stacked(item)); } entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap(); let mut ship = standard_ship(entity_gateway.clone()); log_in_char(&mut ship, ClientId(1), "a1", "a").await; join_lobby(&mut ship, ClientId(1)).await; create_room(&mut ship, ClientId(1), "room", "").await; ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem { client: 0, target: 0, item_id: 0x10000, })))).await.unwrap(); ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem { client: 0, target: 0, item_id: 0x10001, })))).await.unwrap(); ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem { client: 0, target: 0, item_id: 0x10001, })))).await.unwrap(); let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap(); assert_eq!(inventory_items.items.len(), 2); inventory_items.items[0].with_stacked(|items| { assert_eq!(items.len(), 4) }).unwrap(); inventory_items.items[1].with_stacked(|items| { assert_eq!(items.len(), 3) }).unwrap(); let characters = entity_gateway.get_characters_by_user(&user1).await.unwrap(); let char = characters[0].as_ref().unwrap(); assert!(char.materials.power == 1); assert!(char.materials.luck == 2); } #[async_std::test] async fn test_jackolantern() { let mut entity_gateway = InMemoryGateway::default(); let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let p1_inv = vec![ item::InventoryItemEntity::Stacked( vec![ entity_gateway.create_item( ItemBuilder::tool(item::tool::ToolType::JackOLantern) .as_new() ).await.unwrap(), entity_gateway.create_item( ItemBuilder::tool(item::tool::ToolType::JackOLantern) .as_new() ).await.unwrap(), ])]; entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap(); let mut ship = standard_ship(entity_gateway.clone()); log_in_char(&mut ship, ClientId(1), "a1", "a").await; join_lobby(&mut ship, ClientId(1)).await; create_room(&mut ship, ClientId(1), "room", "").await; ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem { client: 0, target: 0, item_id: 0x10000, })))).await.unwrap(); ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem { client: 0, target: 0, item_id: 0x10000, })))).await.unwrap(); let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap(); for item in inventory_items.items { for sitem in item.stacked().unwrap() { assert!(sitem.item.clone().as_tool().unwrap().tool.is_mag_cell()); } } } #[async_std::test] async fn test_use_barta_1() { let mut entity_gateway = InMemoryGateway::default(); let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let inv = vec![ entity_gateway.create_item( ItemBuilder::tech(item::tech::Technique::Foie) .level(3) .as_new() ).await.unwrap(), entity_gateway.create_item( ItemBuilder::tech(item::tech::Technique::Barta) .level(4) .as_new() ).await.unwrap(), entity_gateway.create_item( ItemBuilder::tech(item::tech::Technique::Zonde) .level(5) .as_new() ).await.unwrap() ]; entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(inv)).await.unwrap(); let mut ship = standard_ship(entity_gateway.clone()); log_in_char(&mut ship, ClientId(1), "a1", "a").await; join_lobby(&mut ship, ClientId(1)).await; create_room(&mut ship, ClientId(1), "room", "").await; ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem { client: 0, target: 0, item_id: 0x10000, })))).await.unwrap(); ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem { client: 0, target: 0, item_id: 0x10002, })))).await.unwrap(); let characters = entity_gateway.get_characters_by_user(&user1).await.unwrap(); let char = characters[0].as_ref().unwrap(); assert_eq!(char.techs.techs.len(), 2); assert_eq!(char.techs.techs.get(&item::tech::Technique::Foie).unwrap(), &TechLevel(3)); assert_eq!(char.techs.techs.get(&item::tech::Technique::Zonde).unwrap(), &TechLevel(5)); assert!(char.techs.techs.get(&item::tech::Technique::Barta).is_none()); } #[async_std::test] async fn test_use_monogrinder() { let mut entity_gateway = InMemoryGateway::default(); let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let saber = entity_gateway.create_item( ItemBuilder::weapon(item::weapon::WeaponType::Saber) .as_new() ).await.unwrap(); let mut grinders = Vec::new(); for _ in 0..3usize { grinders.push(entity_gateway.create_item( ItemBuilder::tool(item::tool::ToolType::Monogrinder) .as_new() ).await.unwrap()); } let equipped = item::EquippedEntity { weapon: Some(saber.id), armor: None, shield: None, unit: [None; 4], mag: None, }; entity_gateway.set_character_equips(&char1.id, &equipped).await.unwrap(); entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(vec![item::InventoryItemEntity::Individual(saber), item::InventoryItemEntity::Stacked(grinders)])).await.unwrap(); let mut ship = standard_ship(entity_gateway.clone()); log_in_char(&mut ship, ClientId(1), "a1", "a").await; join_lobby(&mut ship, ClientId(1)).await; create_room(&mut ship, ClientId(1), "room", "").await; ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem { client: 0, target: 0, item_id: 0x10001, })))).await.unwrap(); ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem { client: 0, target: 0, item_id: 0x10001, })))).await.unwrap(); let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap(); assert_eq!(inventory_items.items.len(), 2); assert!(matches!(inventory_items.items[0], item::InventoryItemEntity::Individual(item::ItemEntity{ item: item::ItemDetail::Weapon(item::weapon::Weapon {grind: 2, ..}), ..}))); } // TODO: tests for ALL ITEMS WOW /* #[async_std::test] pub async fn test_learn_new_tech() {} #[async_std::test] pub async fn test_new_fo_has_foie_1() {} #[async_std::test] pub async fn test_char_cannot_use_lower_level_tech() {} #[async_std::test] pub async fn test_char_cannot_learn_wrong_tech() {} #[async_std::test] pub async fn test_char_cannot_learn_high_level_tech() {} #[async_std::test] pub async fn test_android_cannot_learn_tech() {} */