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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 libpso::packet::ship::*;
use libpso::packet::messages::*;
#[path = "common.rs"]
mod common;
use common::*;
#[async_std::test]
async fn test_item_ids_reset_when_rejoining_rooms() {
let mut entity_gateway = InMemoryGateway::default();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
let (_user2, char2) = new_user_character(&mut entity_gateway, "a2", "a").await;
let mut p1_inv = Vec::new();
for _ in 0..3usize {
p1_inv.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Weapon(
item::weapon::Weapon {
weapon: item::weapon::WeaponType::Saber,
grind: 0,
special: None,
attrs: [None, None, None],
tekked: true,
}
),
location: item::ItemLocation::Inventory {
character_id: char1.id,
}
}).await.unwrap());
}
let mut p2_inv = Vec::new();
for _ in 0..10usize {
p2_inv.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Weapon(
item::weapon::Weapon {
weapon: item::weapon::WeaponType::Saber,
grind: 0,
special: None,
attrs: [None, None, None],
tekked: true,
}
),
location: item::ItemLocation::Inventory {
character_id: char2.id,
}
}).await.unwrap());
}
entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
entity_gateway.set_character_inventory(&char2.id, &item::InventoryEntity::new(p2_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;
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(&mut ship, ClientId(1), "room", "").await;
let p = ship.handle(ClientId(2), &RecvShipPacket::MenuSelect(MenuSelect {
menu: ROOM_MENU_ID,
item: 0,
})).await.unwrap().collect::<Vec<_>>();
ship.handle(ClientId(2), &RecvShipPacket::DoneBursting(DoneBursting {})).await.unwrap().for_each(drop);
match &p[1].1 {
SendShipPacket::AddToRoom(add_to) => {
println!("addto {:?}", add_to);
assert_eq!(add_to.playerinfo.inventory.items.iter().map(|k| k.item_id).collect::<Vec<_>>(),
vec![0x210000,0x210001,0x210002,0x210003,0x210004,0x210005,0x210006,0x210007,0x210008,0x210009,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]);
},
_ => panic!(),
}
leave_room(&mut ship, ClientId(2)).await;
let p = ship.handle(ClientId(2), &RecvShipPacket::MenuSelect(MenuSelect {
menu: ROOM_MENU_ID,
item: 0,
})).await.unwrap().collect::<Vec<_>>();
match &p[1].1 {
SendShipPacket::AddToRoom(add_to) => {
assert_eq!(add_to.playerinfo.inventory.items.iter().map(|k| k.item_id).collect::<Vec<_>>(),
vec![0x210000,0x210001,0x210002,0x210003,0x210004,0x210005,0x210006,0x210007,0x210008,0x210009,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]);
},
_ => panic!(),
}
}
#[async_std::test]
async fn test_load_rare_monster_default_appear_rates() {
let mut entity_gateway = InMemoryGateway::default();
let (_user1, _char1) = new_user_character(&mut entity_gateway, "a1", "a").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(&mut ship, ClientId(1), "room", "").await;
// assume episode 1
let room = ship.blocks.0[0].rooms[0].as_ref().unwrap();
println!("rare monster table: {:?}", room.rare_monster_table);
let rates = &*room.rare_monster_table;
for (_monster, rate) in rates.clone().appear_rate {
assert_eq!(rate, 0.001953125f32); // 1/512 = 0.001953125
}
}