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use elseware::common::serverstate::{ClientId, ServerState};
use elseware::entity::gateway::{EntityGateway, InMemoryGateway};
use elseware::entity::character::SectionID;
use elseware::common::leveltable::CharacterLevelTable;
use elseware::ship::ship::{ShipServerState, SendShipPacket, RecvShipPacket};
use elseware::ship::room::{Episode, Difficulty};
use elseware::ship::monster::MonsterType;
use elseware::ship::location::RoomId;
use elseware::ship::drops::{DropTable, MonsterDropStats, MonsterDropType};
use elseware::ship::drops::rare_drop_table::{RareDropTable, RareDropRate, RareDropItem};
use elseware::ship::map::{Maps, MapVariant, MapArea, MapVariantMode, MapEnemy};
use elseware::entity::item::weapon::WeaponType;
use libpso::packet::ship::*;
use libpso::packet::messages::*;
#[path = "common.rs"]
mod common;
use common::*;
#[async_std::test]
async fn test_enemy_drops_item() {
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())
.map_builder(Box::new(|_room_mode, _event| {
Maps::new(
vec![MapVariant::new(MapArea::Forest2, MapVariantMode::Online)],
vec![Some(MapEnemy::new(MonsterType::Hildebear, MapArea::Forest2))],
Vec::new(),
)
}))
.drop_table_builder(Box::new(|episode, difficulty, section_id| {
DropTable::builder()
.monster_stat(MonsterType::Hildebear, MonsterDropStats {
dar: 100,
drop_type: MonsterDropType::Weapon,
min_meseta: 0,
max_meseta: 0,
})
.rare_table(RareDropTable::builder()
.rate(MonsterType::Hildebear, RareDropRate {
rate: 1.0,
item: RareDropItem::Weapon(WeaponType::DarkFlow)
})
.build(episode, difficulty, section_id))
.build(episode, difficulty, section_id)
}))
.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 pkt = ship.handle(ClientId(1), RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::RequestItem(RequestItem {
client: 0,
target: 0,
map_area: 2,
pt_index: 0,
enemy_id: 0,
x: 0.0,
z: 0.0,
y: 0.0,
})))).await.unwrap();
match &pkt[0].1 {
SendShipPacket::Message(Message{msg: GameMessage::ItemDrop(item_drop)}) => {
assert_eq!(item_drop.item_id, 0x810001);
assert_eq!(item_drop.item_bytes[1], 0x9D);
},
_ => panic!(),
}
}