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use networking::serverstate::{ClientId, ServerState};
use entity::gateway::{EntityGateway, InMemoryGateway};
use ship_server::RecvShipPacket;
use entity::item;
use libpso::packet::ship::*;
use libpso::packet::messages::*;
#[path = "common.rs"]
mod common;
use common::*;
#[async_std::test]
async fn test_equip_unit_from_equip_menu() {
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(
ItemBuilder::armor(item::armor::ArmorType::Frame)
.slots(4)
.as_new()
).await.unwrap());
p1_inv.push(entity_gateway.create_item(
ItemBuilder::unit(item::unit::UnitType::KnightPower)
.as_new()
).await.unwrap());
p1_inv.push(entity_gateway.create_item(
ItemBuilder::unit(item::unit::UnitType::KnightPower)
.modifier(item::unit::UnitModifier::Plus)
.as_new()
).await.unwrap());
let equipped = item::EquippedEntity {
weapon: None,
armor: Some(p1_inv[0].id),
shield: None,
unit: [None; 4],
mag: None,
};
entity_gateway.set_character_equips(&char1.id, &equipped).await.unwrap();
entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
let mut ship = standard_ship(entity_gateway.clone());
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::PlayerEquipItem(PlayerEquipItem {
client: 0,
target: 0,
item_id: 0x10001,
sub_menu: 9,
unknown1: 0,
})))).await.unwrap();
// case when someone tries to send invalid submenu? submenu is 9-12 in normal gameplay
ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerEquipItem(PlayerEquipItem {
client: 0,
target: 0,
item_id: 0x10002,
sub_menu: 14,
unknown1: 0,
})))).await.unwrap();
let equips = entity_gateway.get_character_equips(&char1.id).await.unwrap();
assert_eq!(equips.unit[0].unwrap(), item::ItemEntityId(2));
assert_eq!(equips.unit[1].unwrap(), item::ItemEntityId(3));
assert!(equips.unit[2].is_none());
assert!(equips.unit[3].is_none());
}
#[async_std::test]
async fn test_unequip_armor_with_units() {
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(
ItemBuilder::armor(item::armor::ArmorType::Frame)
.slots(4)
.as_new()
).await.unwrap());
p1_inv.push(entity_gateway.create_item(
ItemBuilder::unit(item::unit::UnitType::KnightPower)
.as_new()
).await.unwrap());
p1_inv.push(entity_gateway.create_item(
ItemBuilder::unit(item::unit::UnitType::KnightPower)
.modifier(item::unit::UnitModifier::Plus)
.as_new()
).await.unwrap());
let equipped = item::EquippedEntity {
weapon: None,
armor: Some(p1_inv[0].id),
shield: None,
unit: [Some(p1_inv[1].id), Some(p1_inv[2].id), None, None],
mag: None,
};
entity_gateway.set_character_equips(&char1.id, &equipped).await.unwrap();
entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
let mut ship = standard_ship(entity_gateway.clone());
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::PlayerUnequipItem(PlayerUnequipItem {
client: 0,
target: 0,
item_id: 0x10000,
unknown1: 0,
})))).await.unwrap();
let equips = entity_gateway.get_character_equips(&char1.id).await.unwrap();
assert!(equips.armor.is_none());
assert!(equips.unit[0].is_none());
assert!(equips.unit[1].is_none());
assert!(equips.unit[2].is_none());
assert!(equips.unit[3].is_none());
}
#[async_std::test]
async fn test_sort_items() {
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(
ItemBuilder::armor(item::armor::ArmorType::Frame)
.slots(4)
.as_new()
).await.unwrap());
p1_inv.push(entity_gateway.create_item(
ItemBuilder::unit(item::unit::UnitType::KnightPower)
.as_new()
).await.unwrap());
p1_inv.push(entity_gateway.create_item(
ItemBuilder::unit(item::unit::UnitType::KnightPower)
.modifier(item::unit::UnitModifier::Plus)
.as_new()
).await.unwrap());
entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
let mut ship = standard_ship(entity_gateway.clone());
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 inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
assert_eq!(inventory_items.items.len(), 3);
inventory_items.items[0].with_individual(|item| {
assert_eq!(item.id, item::ItemEntityId(1));
}).unwrap();
inventory_items.items[1].with_individual(|item| {
assert_eq!(item.id, item::ItemEntityId(2));
}).unwrap();
inventory_items.items[2].with_individual(|item| {
assert_eq!(item.id, item::ItemEntityId(3));
}).unwrap();
ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::SortItems(SortItems {
client: 255,
target: 255,
item_ids: [0x10001u32, 0x10002, 0x10000, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF,
0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF,
0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF],
})))).await.unwrap();
let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
assert_eq!(inventory_items.items.len(), 3);
inventory_items.items[0].with_individual(|item| {
assert_eq!(item.id, item::ItemEntityId(2));
}).unwrap();
inventory_items.items[1].with_individual(|item| {
assert_eq!(item.id, item::ItemEntityId(3));
}).unwrap();
inventory_items.items[2].with_individual(|item| {
assert_eq!(item.id, item::ItemEntityId(1));
}).unwrap();
}