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", 1).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::>(); 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", 1).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::>(); 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", 1).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::>(); 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", 1).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", 1).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", 1).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", 1).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", 1).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, kills: 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, 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", 1).await; let (_user2, _char2) = new_user_character(&mut entity_gateway, "a2", "a", 1).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::>(); 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", 1).await; let (_user2, _char2) = new_user_character(&mut entity_gateway, "a2", "a", 1).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::>(); 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", 1).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", 1).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", 1).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::>(); 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", 1).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::>(); 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", 1).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, kills: 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, 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", 1).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, kills: 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_sells_partial_photon_drop_stack() { let mut entity_gateway = InMemoryGateway::default(); let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).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", 1).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", 1).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", 1).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", 1).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", 1).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), kills: 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, 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", 1).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), kills: 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, 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", 1).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", 1).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", 1).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, kills: 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", 1).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, kills: 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::().unwrap(), ItemManagerError::WalletFull)); let c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap(); assert_eq!(c1_meseta.0, 999995); }