use elseware::common::serverstate::{ClientId, ServerState}; use elseware::entity::gateway::{EntityGateway, InMemoryGateway}; use elseware::entity::item; use elseware::ship::ship::{ShipServerState, RecvShipPacket, SendShipPacket}; use libpso::packet::ship::*; use libpso::packet::messages::*; #[path = "common.rs"] mod common; use common::*; #[async_std::test] async fn test_item_ids_reset_when_rejoining_rooms() { let mut entity_gateway = InMemoryGateway::default(); let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let (_user2, char2) = new_user_character(&mut entity_gateway, "a2", "a").await; let mut p1_inv = Vec::new(); for _ in 0..3usize { p1_inv.push(entity_gateway.create_item( item::NewItemEntity { item: item::ItemDetail::Weapon( item::weapon::Weapon { weapon: item::weapon::WeaponType::Saber, grind: 0, special: None, attrs: [None, None, None], tekked: true, } ), location: item::ItemLocation::Inventory { character_id: char1.id, } }).await.unwrap()); } let mut p2_inv = Vec::new(); for _ in 0..10usize { p2_inv.push(entity_gateway.create_item( item::NewItemEntity { item: item::ItemDetail::Weapon( item::weapon::Weapon { weapon: item::weapon::WeaponType::Saber, grind: 0, special: None, attrs: [None, None, None], tekked: true, } ), location: item::ItemLocation::Inventory { character_id: char2.id, } }).await.unwrap()); } entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap(); entity_gateway.set_character_inventory(&char2.id, &item::InventoryEntity::new(p2_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; 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(&mut ship, ClientId(1), "room", "").await; let p = ship.handle(ClientId(2), &RecvShipPacket::MenuSelect(MenuSelect { menu: ROOM_MENU_ID, item: 0, })).await.unwrap().collect::>(); ship.handle(ClientId(2), &RecvShipPacket::DoneBursting(DoneBursting {})).await.unwrap().for_each(drop); match &p[1].1 { SendShipPacket::AddToRoom(add_to) => { println!("addto {:?}", add_to); assert_eq!(add_to.playerinfo.inventory.items.iter().map(|k| k.item_id).collect::>(), vec![0x210000,0x210001,0x210002,0x210003,0x210004,0x210005,0x210006,0x210007,0x210008,0x210009, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]); }, _ => panic!(), } leave_room(&mut ship, ClientId(2)).await; let p = ship.handle(ClientId(2), &RecvShipPacket::MenuSelect(MenuSelect { menu: ROOM_MENU_ID, item: 0, })).await.unwrap().collect::>(); match &p[1].1 { SendShipPacket::AddToRoom(add_to) => { assert_eq!(add_to.playerinfo.inventory.items.iter().map(|k| k.item_id).collect::>(), vec![0x210000,0x210001,0x210002,0x210003,0x210004,0x210005,0x210006,0x210007,0x210008,0x210009, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]); }, _ => panic!(), } } #[async_std::test] async fn test_load_rare_monster_default_appear_rates() { 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(&mut ship, ClientId(1), "room", "").await; // assume episode 1 let room = ship.blocks.0[0].rooms[0].as_ref().unwrap(); println!("rare monster table: {:?}", room.rare_monster_table); let rates = &*room.rare_monster_table; for (_monster, rate) in rates.clone().appear_rate { assert_eq!(rate, 0.001953125f32); // 1/512 = 0.001953125 } }