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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::state::ItemStateError;
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::<Vec<_>>();
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::<Vec<_>>();
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::<Vec<_>>();
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::<Vec<_>>();
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::<Vec<_>>();
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::<Vec<_>>();
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::<Vec<_>>();
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::<ItemStateError>().unwrap(), ItemStateError::FullOfMeseta));
let c1_meseta = entity_gateway.get_character_meseta(&char1.id).await.unwrap();
assert_eq!(c1_meseta.0, 999995);
}