use elseware::common::serverstate::{ClientId, ServerState};
use elseware::entity::gateway::{EntityGateway, InMemoryGateway};
use elseware::entity::item;
use elseware::ship::ship::{ShipServerState, RecvShipPacket, SendShipPacket};
use elseware::ship::room::Difficulty;
use elseware::ship::items::manager::ItemManagerError;

use libpso::packet::ship::*;
use libpso::packet::messages::*;

#[path = "common.rs"]
mod common;
use common::*;

#[async_std::test]
async fn test_player_opens_weapon_shop() {
    let mut entity_gateway = InMemoryGateway::default();

    let (_user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
    char1.exp = 80000000;
    entity_gateway.save_character(&char1).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;

    let packets = ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
        client: 255,
        target: 255,
        shop_type: 1
    })))).await.unwrap().collect::<Vec<_>>();

    assert_eq!(packets.len(), 1);
    match &packets[0].1 {
        SendShipPacket::Message(Message {msg: GameMessage::ShopList(shop_list)}) => {
            assert_eq!(shop_list.items.len(), 16)
        }
        _ => panic!("")
    }
}

#[async_std::test]
async fn test_player_opens_tool_shop() {
    let mut entity_gateway = InMemoryGateway::default();

    let (_user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
    char1.exp = 80000000;
    entity_gateway.save_character(&char1).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;

    let packets = ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
        client: 255,
        target: 255,
        shop_type: 0
    })))).await.unwrap().collect::<Vec<_>>();

    assert_eq!(packets.len(), 1);
    match &packets[0].1 {
        SendShipPacket::Message(Message {msg: GameMessage::ShopList(shop_list)}) => {
            assert_eq!(shop_list.items.len(), 18)
        }
        _ => panic!("")
    }
}

#[async_std::test]
async fn test_player_opens_armor_shop() {
    let mut entity_gateway = InMemoryGateway::default();

    let (_user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
    char1.exp = 80000000;
    entity_gateway.save_character(&char1).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;

    let packets = ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
        client: 255,
        target: 255,
        shop_type: 2
    })))).await.unwrap().collect::<Vec<_>>();

    assert_eq!(packets.len(), 1);
    match &packets[0].1 {
        SendShipPacket::Message(Message {msg: GameMessage::ShopList(shop_list)}) => {
            assert_eq!(shop_list.items.len(), 21)
        }
        _ => panic!("")
    }
}

#[async_std::test]
async fn test_player_buys_from_weapon_shop() {
    let mut entity_gateway = InMemoryGateway::default();

    let (user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
    char1.exp = 80000000;
    entity_gateway.save_character(&char1).await.unwrap();
    entity_gateway.set_character_meseta(&char1.id, item::Meseta(999999)).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::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
        client: 255,
        target: 255,
        shop_type: 1
    })))).await.unwrap().for_each(drop);
    ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
        client: 255,
        target: 255,
        item_id: 0x10000,
        shop_type: 1,
        shop_index: 0,
        amount: 1,
        unknown1: 0,
    })))).await.unwrap().for_each(drop);

    let c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap();
    assert!(c1_meseta.0 < 999999);
    //let p1_items = entity_gateway.get_items_by_character(&char1.id).await.unwrap();
    let p1_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
    assert_eq!(p1_items.items.len(), 1);
}

#[async_std::test]
async fn test_player_buys_from_tool_shop() {
    let mut entity_gateway = InMemoryGateway::default();

    let (user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
    char1.exp = 80000000;
    entity_gateway.save_character(&char1).await.unwrap();
    entity_gateway.set_character_meseta(&char1.id, item::Meseta(999999)).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::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
        client: 255,
        target: 255,
        shop_type: 0,
    })))).await.unwrap().for_each(drop);
    ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
        client: 255,
        target: 255,
        item_id: 0x10000,
        shop_type: 0,
        shop_index: 0,
        amount: 1,
        unknown1: 0,
    })))).await.unwrap().for_each(drop);

    let c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap();
    assert!(c1_meseta.0 < 999999);
    let p1_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
    assert_eq!(p1_items.items.len(), 1);
}

#[async_std::test]
async fn test_player_buys_multiple_from_tool_shop() {
    let mut entity_gateway = InMemoryGateway::default();

    let (user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
    char1.exp = 80000000;
    entity_gateway.save_character(&char1).await.unwrap();
    entity_gateway.set_character_meseta(&char1.id, item::Meseta(999999)).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::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
        client: 255,
        target: 255,
        shop_type: 0,
    })))).await.unwrap().for_each(drop);
    ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
        client: 255,
        target: 255,
        item_id: 0x10000,
        shop_type: 0,
        shop_index: 0,
        amount: 5,
        unknown1: 0,
    })))).await.unwrap().for_each(drop);

    let c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap();
    assert_eq!(c1_meseta.0, 999749);
    let p1_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
    assert_eq!(p1_items.items.len(), 1);
    p1_items.items[0].with_stacked(|item| {
        assert_eq!(item.len(), 5);
        assert_eq!(item[0].item.item_type(), item::ItemType::Tool(item::tool::ToolType::Monomate));
    }).unwrap();
}

#[async_std::test]
async fn test_player_buys_from_armor_shop() {
    let mut entity_gateway = InMemoryGateway::default();

    let (user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
    char1.exp = 80000000;
    entity_gateway.save_character(&char1).await.unwrap();
    entity_gateway.set_character_meseta(&char1.id, item::Meseta(999999)).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::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
        client: 255,
        target: 255,
        shop_type: 2
    })))).await.unwrap().for_each(drop);
    ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
        client: 255,
        target: 255,
        item_id: 0x10000,
        shop_type: 2,
        shop_index: 0,
        amount: 1,
        unknown1: 0,
    })))).await.unwrap().for_each(drop);

    let c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap();
    assert!(c1_meseta.0 < 999999);
    let p1_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
    assert_eq!(p1_items.items.len(), 1);
}

#[async_std::test]
async fn test_player_sells_3_attr_weapon_to_shop() {
    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::Weapon(
                item::weapon::Weapon {
                    weapon: item::weapon::WeaponType::Vulcan,
                    grind: 5,
                    special: Some(item::weapon::WeaponSpecial::Charge),
                    attrs: [Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Hit, value: 100}),
                            Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Dark, value: 100}),
                            Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Native, value: 100}),],
                    tekked: true,
                }
            ),
        }).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(&mut ship, ClientId(1), "room", "").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 c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap();
    assert_eq!(c1_meseta.0, 4406);
}

#[async_std::test]
async fn test_other_clients_see_purchase() {
    let mut entity_gateway = InMemoryGateway::default();

    let (_user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
    let (_user2, _char2) = new_user_character(&mut entity_gateway, "a2", "a").await;
    char1.exp = 80000000;
    entity_gateway.set_character_meseta(&char1.id, item::Meseta(999999)).await.unwrap();
    entity_gateway.save_character(&char1).await.unwrap();

    let mut ship = Box::new(ShipServerState::builder()
        .gateway(entity_gateway.clone())
        .build());
    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
    log_in_char(&mut ship, ClientId(2), "a2", "a").await;
    join_lobby(&mut ship, ClientId(1)).await;
    join_lobby(&mut ship, ClientId(2)).await;
    create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Normal).await;
    join_room(&mut ship, ClientId(2), 0).await;

    ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
        client: 255,
        target: 255,
        shop_type: 1
    })))).await.unwrap().for_each(drop);
    let packets = ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
        client: 255,
        target: 255,
        item_id: 0x10000,
        shop_type: 1,
        shop_index: 0,
        amount: 1,
        unknown1: 0,
    })))).await.unwrap().collect::<Vec<_>>();

    assert_eq!(packets.len(), 1);
    assert_eq!(packets[0].0, ClientId(2));
    match &packets[0].1 {
        SendShipPacket::Message(Message{msg: GameMessage::CreateItem(_)}) => {},
        _ => panic!(""),
    }
}

#[async_std::test]
async fn test_other_clients_see_stacked_purchase() {
    let mut entity_gateway = InMemoryGateway::default();

    let (_user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
    let (_user2, _char2) = new_user_character(&mut entity_gateway, "a2", "a").await;
    char1.exp = 80000000;
    entity_gateway.save_character(&char1).await.unwrap();
    entity_gateway.set_character_meseta(&char1.id, item::Meseta(999999)).await.unwrap();
    entity_gateway.create_item(
        item::NewItemEntity {
            item: item::ItemDetail::Tool(
                item::tool::Tool {
                    tool: item::tool::ToolType::Monomate
                }
            ),
        }).await.unwrap();

    let mut ship = Box::new(ShipServerState::builder()
        .gateway(entity_gateway.clone())
        .build());
    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
    log_in_char(&mut ship, ClientId(2), "a2", "a").await;
    join_lobby(&mut ship, ClientId(1)).await;
    join_lobby(&mut ship, ClientId(2)).await;
    create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Normal).await;
    join_room(&mut ship, ClientId(2), 0).await;

    ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
        client: 255,
        target: 255,
        shop_type: 1
    })))).await.unwrap().for_each(drop);
    let packets = ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
        client: 255,
        target: 255,
        item_id: 0x10000,
        shop_type: 1,
        shop_index: 0,
        amount: 1,
        unknown1: 0,
    })))).await.unwrap().collect::<Vec<_>>();

    assert_eq!(packets.len(), 1);
    assert_eq!(packets[0].0, ClientId(2));
    match &packets[0].1 {
        SendShipPacket::Message(Message{msg: GameMessage::CreateItem(_)}) => {},
        _ => panic!(""),
    }
}

#[async_std::test]
async fn test_buying_item_without_enough_mseseta() {
    let mut entity_gateway = InMemoryGateway::default();

    let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;

    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::Normal).await;

    ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
        client: 255,
        target: 255,
        shop_type: 1
    })))).await.unwrap().for_each(drop);
    let packets = ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
        client: 255,
        target: 255,
        item_id: 0x10000,
        shop_type: 1,
        shop_index: 0,
        amount: 1,
        unknown1: 0,
    })))).await;

    assert!(packets.is_err());
    let c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap();
    assert_eq!(c1_meseta.0, 0);
    let p1_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
    assert_eq!(p1_items.items.len(), 0);
}

#[async_std::test]
async fn test_player_double_buys_from_tool_shop() {
    let mut entity_gateway = InMemoryGateway::default();

    let (user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
    char1.exp = 80000000;
    entity_gateway.save_character(&char1).await.unwrap();
    entity_gateway.set_character_meseta(&char1.id, item::Meseta(999999)).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::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
        client: 255,
        target: 255,
        shop_type: 0,
    })))).await.unwrap().for_each(drop);
    ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
        client: 255,
        target: 255,
        item_id: 0x10000,
        shop_type: 0,
        shop_index: 0,
        amount: 3,
        unknown1: 0,
    })))).await.unwrap().for_each(drop);
    ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
        client: 255,
        target: 255,
        item_id: 0x10001,
        shop_type: 0,
        shop_index: 1,
        amount: 2,
        unknown1: 0,
    })))).await.unwrap().for_each(drop);
    ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
        client: 255,
        target: 255,
        item_id: 0x10002,
        shop_type: 0,
        shop_index: 0,
        amount: 4,
        unknown1: 0,
    })))).await.unwrap().for_each(drop);

    let c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap();
    assert!(c1_meseta.0 < 999999);
    let p1_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
    assert_eq!(p1_items.items.len(), 2);
    p1_items.items[0].with_stacked(|item| {
        assert_eq!(item.len(), 7);
        assert_eq!(item[0].item.item_type(), item::ItemType::Tool(item::tool::ToolType::Monomate));
    }).unwrap();
    p1_items.items[1].with_stacked(|item| {
        assert_eq!(item.len(), 2);
        assert_eq!(item[0].item.item_type(), item::ItemType::Tool(item::tool::ToolType::Dimate));
    }).unwrap();
}



#[async_std::test]
async fn test_techs_disappear_from_shop_when_bought() {
    let mut entity_gateway = InMemoryGateway::default();

    let (_user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
    char1.exp = 80000000;
    entity_gateway.save_character(&char1).await.unwrap();
    entity_gateway.set_character_meseta(&char1.id, item::Meseta(999999)).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;

    let packets = ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
        client: 255,
        target: 255,
        shop_type: 0,
    })))).await.unwrap().collect::<Vec<_>>();

    let first_tech = match &packets[0].1 {
        SendShipPacket::Message(Message {msg: GameMessage::ShopList(shop_list)}) => {
            shop_list.items.iter()
                .enumerate()
                .filter(|(_, item)| {
                    item.item_bytes[0] == 3 && item.item_bytes[1] == 2
                })
                .nth(0).unwrap().0
        },
        _ => panic!(""),
    };

    ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
        client: 255,
        target: 255,
        item_id: 0x10000,
        shop_type: 0,
        shop_index: first_tech as u8,
        amount: 1,
        unknown1: 0,
    })))).await.unwrap().for_each(drop);
    ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
        client: 255,
        target: 255,
        item_id: 0x10001,
        shop_type: 0,
        shop_index: first_tech as u8,
        amount: 1,
        unknown1: 0,
    })))).await.unwrap().for_each(drop);

    let p1_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
    p1_items.items[0].with_individual(|item1| {
        p1_items.items[1].with_individual(|item2| {
            assert_ne!(item1, item2);
        }).unwrap();
    }).unwrap();
}

// TOOD: this is not deterministic and can randomly fail
#[async_std::test]
async fn test_units_disappear_from_shop_when_bought() {
    let mut entity_gateway = InMemoryGateway::default();

    let (_user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
    char1.exp = 80000000;
    entity_gateway.save_character(&char1).await.unwrap();
    entity_gateway.set_character_meseta(&char1.id, item::Meseta(999999)).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;

    let packets = ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
        client: 255,
        target: 255,
        shop_type: 2,
    })))).await.unwrap().collect::<Vec<_>>();

    let first_unit = match &packets[0].1 {
        SendShipPacket::Message(Message {msg: GameMessage::ShopList(shop_list)}) => {
            shop_list.items.iter()
                .enumerate()
                .filter(|(_, item)| {
                    item.item_bytes[0] == 1 && item.item_bytes[1] == 3
                })
                .nth(0).unwrap().0
        },
        _ => panic!(""),
    };

    ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
        client: 255,
        target: 255,
        item_id: 0x10000,
        shop_type: 2,
        shop_index: first_unit as u8,
        amount: 1,
        unknown1: 0,
    })))).await.unwrap().for_each(drop);
    ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
        client: 255,
        target: 255,
        item_id: 0x10001,
        shop_type: 2,
        shop_index: first_unit as u8,
        amount: 1,
        unknown1: 0,
    })))).await.unwrap().for_each(drop);

    let p1_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
    p1_items.items[0].with_individual(|item1| {
        p1_items.items[1].with_individual(|item2| {
            assert_ne!(item1, item2);
        }).unwrap();
    }).unwrap();
}

#[async_std::test]
async fn test_player_sells_untekked_weapon() {
    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::Weapon(
                item::weapon::Weapon {
                    weapon: item::weapon::WeaponType::Vulcan,
                    grind: 5,
                    special: Some(item::weapon::WeaponSpecial::Charge),
                    attrs: [Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Hit, value: 100}),
                            Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Dark, value: 100}),
                            Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Native, value: 100}),],
                    tekked: false,
                }
            ),
        }).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(&mut ship, ClientId(1), "room", "").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 c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap();
    assert_eq!(c1_meseta.0, 1);
}

#[async_std::test]
async fn test_player_sells_rare_item() {
    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::Weapon(
                item::weapon::Weapon {
                    weapon: item::weapon::WeaponType::DarkFlow,
                    grind: 5,
                    special: None,
                    attrs: [Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Hit, value: 100}),
                            Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Dark, value: 100}),
                            Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Native, value: 100}),],
                    tekked: true,
                }
            ),
        }).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(&mut ship, ClientId(1), "room", "").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 c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap();
    assert_eq!(c1_meseta.0, 10);
}

#[async_std::test]
async fn test_player_sells_partial_photon_drop_stack() {
    let mut entity_gateway = InMemoryGateway::default();

    let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;

    let mut p1_inv = Vec::new();

    let mut photon_drops = Vec::new();
    for _ in 0..7usize {
        photon_drops.push(entity_gateway.create_item(
            item::NewItemEntity {
                item: item::ItemDetail::Tool(
                    item::tool::Tool {
                        tool: item::tool::ToolType::PhotonDrop,
                    }
                ),
            }).await.unwrap());
    }

    p1_inv.push(item::InventoryItemEntity::Stacked(photon_drops));

    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(&mut ship, ClientId(1), "room", "").await;

    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
        client: 0,
        target: 0,
        item_id: 0x10000,
        amount: 3,
    })))).await.unwrap().for_each(drop);

    let c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap();
    assert_eq!(c1_meseta.0, 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,
                }
            ),
        }).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(&mut ship, ClientId(1), "room", "").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 c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap();
    assert_eq!(c1_meseta.0, 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,
                }
            ),
        }).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(&mut ship, ClientId(1), "room", "").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 c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap();
    assert_eq!(c1_meseta.0, 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,
                }
            ),
        }).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(&mut ship, ClientId(1), "room", "").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 c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap();
    assert_eq!(c1_meseta.0, 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,
                }
            ),
        }).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(&mut ship, ClientId(1), "room", "").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 c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap();
    assert_eq!(c1_meseta.0, 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),
                }
            ),
        }).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(&mut ship, ClientId(1), "room", "").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 c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap();
    assert_eq!(c1_meseta.0, 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),
                }
            ),
        }).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(&mut ship, ClientId(1), "room", "").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 c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap();
    assert_eq!(c1_meseta.0, 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,
                }
            ),
        }).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(&mut ship, ClientId(1), "room", "").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 c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap();
    assert_eq!(c1_meseta.0, 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,
                }
            ),
        }).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(&mut ship, ClientId(1), "room", "").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 c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap();
    assert_eq!(c1_meseta.0, 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,
                }
            ),
        }).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(&mut ship, ClientId(1), "room", "").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 c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap();
    assert_eq!(c1_meseta.0, 10);
}

#[async_std::test]
async fn test_player_cant_sell_if_meseta_would_go_over_max() {
    let mut entity_gateway = InMemoryGateway::default();

    let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
    entity_gateway.set_character_meseta(&char1.id, item::Meseta(999995)).await.unwrap();

    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,
                }
            ),
        }).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(&mut ship, ClientId(1), "room", "").await;

    let ack = ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
        client: 0,
        target: 0,
        item_id: 0x10000,
        amount: 1,
    })))).await.err().unwrap();
    assert!(matches!(ack.downcast::<ItemManagerError>().unwrap(), ItemManagerError::WalletFull));

    let c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap();
    assert_eq!(c1_meseta.0, 999995);
}