use elseware::common::serverstate::{ClientId, ServerState}; use elseware::entity::gateway::{EntityGateway, InMemoryGateway}; use elseware::entity::item; use elseware::ship::ship::{ShipServerState, RecvShipPacket}; //use elseware::ship::items::{ClientItemId, ActiveItemEntityId, HeldItemType, FloorItemType}; 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( item::NewItemEntity { item: item::ItemDetail::Tool( item::tool::Tool { tool: tool } ), location: item::ItemLocation::Inventory { character_id: char1.id, } }).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 = 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: 0x10000, })))).await.unwrap().for_each(drop); 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( item::NewItemEntity { item: item::ItemDetail::Tool( item::tool::Tool { tool: tool } ), location: item::ItemLocation::Inventory { character_id: char1.id, } }).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 = 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: 0x10000, })))).await.unwrap().for_each(drop); ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem { client: 0, target: 0, item_id: 0x10000, })))).await.unwrap().for_each(drop); 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( item::NewItemEntity { item: item::ItemDetail::Tool( item::tool::Tool { tool: tool } ), location: item::ItemLocation::Inventory { character_id: char1.id, } }).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::PlayerUseItem(PlayerUseItem { client: 0, target: 0, item_id: 0x10000, })))).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_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( item::NewItemEntity { item: item::ItemDetail::Tool( item::tool::Tool { tool: item::tool::ToolType::MagicStoneIritista, } ), location: item::ItemLocation::Inventory { character_id: char1.id, } }).await.unwrap()); entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_items)).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: 0x10000, })))).await.unwrap().for_each(drop); 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( item::NewItemEntity { item: item::ItemDetail::Tool( item::tool::Tool { tool: tool } ), location: item::ItemLocation::Inventory { character_id: char1.id, } }).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 = 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: 0x10000, })))).await.unwrap().for_each(drop); ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem { client: 0, target: 0, item_id: 0x10001, })))).await.unwrap().for_each(drop); 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(); 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] 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() {}