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::entity::character::{CharacterClass, SectionID}; use libpso::packet::ship::*; use libpso::packet::messages::*; #[path = "common.rs"] mod common; use common::*; #[async_std::test] async fn test_mag_feed() { let mut entity_gateway = InMemoryGateway::default(); let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let mag = entity_gateway.create_item( item::NewItemEntity { item: item::ItemDetail::Mag( item::mag::Mag::baby_mag(0) ), location: item::ItemLocation::Inventory { character_id: char1.id, //equipped: true, } }).await.unwrap(); let mut monomates = Vec::new(); for _ in 0..7usize { monomates.push(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, } }).await.unwrap()); } let equipped = item::EquippedEntity { weapon: None, armor: None, shield: None, unit: [None; 4], mag: Some(mag.id), }; entity_gateway.set_character_equips(&char1.id, &equipped).await.unwrap(); let mut inventory = Vec::new(); inventory.push(mag.into()); inventory.push(item::InventoryItemEntity::Stacked(monomates)); entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(inventory)).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; for _ in 0..7usize { ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerFeedMag(PlayerFeedMag { client: 0, target: 0, mag_id: 0x10000, item_id: 0x10001, })))).await.unwrap().for_each(drop); } let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap(); assert_eq!(inventory_items.items.len(), 1); inventory_items.items[0].with_individual(|item| { match &item.item { item::ItemDetail::Mag(mag) => { println!("mag! {:?}", mag); assert!(mag.level() == 7); assert!(mag.def() == 5); assert!(mag.pow() == 2); assert!(mag.dex() == 0); assert!(mag.mind() == 0); } _ => panic!() } }).unwrap(); } #[async_std::test] async fn test_mag_change_owner() { let mut entity_gateway = InMemoryGateway::default(); let (_user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let (_user2, mut char2) = new_user_character(&mut entity_gateway, "a2", "a").await; char1.char_class = CharacterClass::RAmarl; char1.section_id = SectionID::Redria; entity_gateway.save_character(&char1).await.unwrap(); char2.char_class = CharacterClass::FOmarl; char2.section_id = SectionID::Whitill; entity_gateway.save_character(&char2).await.unwrap(); let mag = entity_gateway.create_item( item::NewItemEntity { item: item::ItemDetail::Mag( item::mag::Mag::baby_mag(0) ), location: item::ItemLocation::Inventory { character_id: char1.id, } }).await.unwrap(); entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(vec![mag])).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; join_room(&mut ship, ClientId(2), 0).await; ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerDropItem(PlayerDropItem { client: 0, target: 0, unknown1: 0, map_area: 0, item_id: 0x10000, x: 0.0, y: 0.0, z: 0.0, })))).await.unwrap().for_each(drop); ship.handle(ClientId(2), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::PickupItem(PickupItem { client: 0, target: 0, item_id: 0x10000, map_area: 0, unknown: [0; 3] })))).await.unwrap().for_each(drop); let inventory_items = entity_gateway.get_character_inventory(&char2.id).await.unwrap(); assert_eq!(inventory_items.items.len(), 1); inventory_items.items[0].with_individual(|item| { match &item.item { item::ItemDetail::Mag(mag) => { assert!(mag.class == CharacterClass::FOmarl); assert!(mag.id == SectionID::Whitill); } _ => panic!() } }).unwrap(); } #[async_std::test] async fn test_mag_cell() { let mut entity_gateway = InMemoryGateway::default(); let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let mag = entity_gateway.create_item( item::NewItemEntity { item: item::ItemDetail::Mag( item::mag::Mag::baby_mag(0) ), location: item::ItemLocation::Inventory { character_id: char1.id, } }).await.unwrap(); for _ in 0..1000usize { let fed_tool = entity_gateway.create_item( item::NewItemEntity { item: item::ItemDetail::Tool ( item::tool::Tool { tool: item::tool::ToolType::Monomate, } ), location: item::ItemLocation::FedToMag { mag: mag.id, } }).await.unwrap(); entity_gateway.feed_mag(&mag.id, &fed_tool.id).await.unwrap(); } let mag_cell = entity_gateway.create_item( item::NewItemEntity { item: item::ItemDetail::Tool( item::tool::Tool { tool: item::tool::ToolType::CellOfMag502, } ), location: item::ItemLocation::Inventory { character_id: char1.id, } }).await.unwrap(); let equipped = item::EquippedEntity { weapon: None, armor: None, shield: None, unit: [None; 4], mag: Some(mag.id), }; entity_gateway.set_character_equips(&char1.id, &equipped).await.unwrap(); entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(vec![mag, mag_cell])).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::PlayerUseItem(PlayerUseItem { client: 0, target: 0, item_id: 0x10001, })))).await.unwrap().for_each(drop); let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap(); inventory_items.items[0].with_individual(|item| { match &item.item { item::ItemDetail::Mag(mag) => { assert_eq!(mag.mag, item::mag::MagType::Soniti); } _ => panic!() } }).unwrap(); }