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468 lines
16 KiB
468 lines
16 KiB
use elseware::common::serverstate::{ClientId, ServerState};
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use elseware::entity::gateway::{EntityGateway, InMemoryGateway};
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use elseware::entity::item;
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use elseware::ship::ship::{ShipServerState, RecvShipPacket};
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use elseware::entity::character::TechLevel;
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//use elseware::ship::items::{ClientItemId, ActiveItemEntityId, HeldItemType, FloorItemType};
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use libpso::packet::ship::*;
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use libpso::packet::messages::*;
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#[path = "common.rs"]
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mod common;
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use common::*;
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#[async_std::test]
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async fn test_use_monomate() {
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let mut entity_gateway = InMemoryGateway::default();
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let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
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let mut p1_items = Vec::new();
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for tool in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter() {
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let mut item = Vec::new();
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for _ in 0..2usize {
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item.push(entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::Tool(
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item::tool::Tool {
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tool: tool
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}
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),
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}).await.unwrap());
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}
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p1_items.push(item::InventoryItemEntity::Stacked(item));
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}
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entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_items)).await.unwrap();
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let mut ship = Box::new(ShipServerState::builder()
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.gateway(entity_gateway.clone())
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.build());
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log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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join_lobby(&mut ship, ClientId(1)).await;
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create_room(&mut ship, ClientId(1), "room", "").await;
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ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
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client: 0,
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target: 0,
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item_id: 0x10000,
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})))).await.unwrap();
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let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
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assert_eq!(inventory_items.items.len(), 2);
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inventory_items.items[0].with_stacked(|items| {
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assert_eq!(items.len(), 1)
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}).unwrap();
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inventory_items.items[1].with_stacked(|items| {
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assert_eq!(items.len(), 2)
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}).unwrap();
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}
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#[async_std::test]
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async fn test_use_monomate_twice() {
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let mut entity_gateway = InMemoryGateway::default();
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let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
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let mut p1_items = Vec::new();
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for tool in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter() {
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let mut item = Vec::new();
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for _ in 0..3usize {
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item.push(entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::Tool(
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item::tool::Tool {
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tool: tool
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}
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),
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}).await.unwrap());
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}
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p1_items.push(item::InventoryItemEntity::Stacked(item));
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}
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entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_items)).await.unwrap();
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let mut ship = Box::new(ShipServerState::builder()
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.gateway(entity_gateway.clone())
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.build());
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log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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join_lobby(&mut ship, ClientId(1)).await;
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create_room(&mut ship, ClientId(1), "room", "").await;
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ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
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client: 0,
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target: 0,
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item_id: 0x10000,
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})))).await.unwrap();
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ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
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client: 0,
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target: 0,
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item_id: 0x10000,
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})))).await.unwrap();
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let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
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assert_eq!(inventory_items.items.len(), 2);
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inventory_items.items[0].with_stacked(|items| {
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assert_eq!(items.len(), 1)
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}).unwrap();
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inventory_items.items[1].with_stacked(|items| {
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assert_eq!(items.len(), 3)
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}).unwrap();
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}
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#[async_std::test]
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async fn test_use_last_monomate() {
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let mut entity_gateway = InMemoryGateway::default();
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let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
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let mut p1_inv = Vec::new();
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for tool in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter() {
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p1_inv.push(item::InventoryItemEntity::Stacked(vec![entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::Tool(
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item::tool::Tool {
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tool: tool
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}
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),
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}).await.unwrap()]));
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}
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entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
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let mut ship = Box::new(ShipServerState::builder()
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.gateway(entity_gateway.clone())
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.build());
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log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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join_lobby(&mut ship, ClientId(1)).await;
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create_room(&mut ship, ClientId(1), "room", "").await;
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ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
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client: 0,
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target: 0,
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item_id: 0x10000,
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})))).await.unwrap();
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let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
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assert_eq!(inventory_items.items.len(), 1);
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inventory_items.items[0].with_stacked(|items| {
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assert_eq!(items.len(), 1);
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assert_eq!(items[0].item.item_type(), item::ItemType::Tool(item::tool::ToolType::Monofluid));
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}).unwrap();
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}
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#[async_std::test]
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async fn test_use_nonstackable_tool() {
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let mut entity_gateway = InMemoryGateway::default();
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let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
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let mut p1_items = Vec::new();
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p1_items.push(entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::Tool(
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item::tool::Tool {
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tool: item::tool::ToolType::HuntersReport,
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}
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),
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}).await.unwrap());
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entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_items)).await.unwrap();
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let mut ship = Box::new(ShipServerState::builder()
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.gateway(entity_gateway.clone())
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.build());
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log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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join_lobby(&mut ship, ClientId(1)).await;
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create_room(&mut ship, ClientId(1), "room", "").await;
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ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
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client: 0,
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target: 0,
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item_id: 0x10000,
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})))).await.unwrap();
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let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
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assert_eq!(inventory_items.items.len(), 0);
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}
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#[async_std::test]
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async fn test_use_materials() {
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let mut entity_gateway = InMemoryGateway::default();
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let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
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let mut p1_inv = Vec::new();
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for tool in vec![item::tool::ToolType::PowerMaterial, item::tool::ToolType::LuckMaterial].into_iter() {
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let mut item = Vec::new();
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for _ in 0..5usize {
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item.push(entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::Tool(
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item::tool::Tool {
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tool: tool
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}
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),
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}).await.unwrap());
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}
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p1_inv.push(item::InventoryItemEntity::Stacked(item));
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}
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entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
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let mut ship = Box::new(ShipServerState::builder()
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.gateway(entity_gateway.clone())
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.build());
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log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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join_lobby(&mut ship, ClientId(1)).await;
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create_room(&mut ship, ClientId(1), "room", "").await;
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ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
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client: 0,
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target: 0,
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item_id: 0x10000,
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})))).await.unwrap();
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ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
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client: 0,
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target: 0,
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item_id: 0x10001,
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})))).await.unwrap();
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ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
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client: 0,
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target: 0,
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item_id: 0x10001,
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})))).await.unwrap();
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let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
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assert_eq!(inventory_items.items.len(), 2);
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inventory_items.items[0].with_stacked(|items| {
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assert_eq!(items.len(), 4)
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}).unwrap();
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inventory_items.items[1].with_stacked(|items| {
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assert_eq!(items.len(), 3)
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}).unwrap();
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let characters = entity_gateway.get_characters_by_user(&user1).await.unwrap();
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let char = characters[0].as_ref().unwrap();
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assert!(char.materials.power == 1);
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assert!(char.materials.luck == 2);
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}
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#[async_std::test]
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async fn test_jackolantern() {
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let mut entity_gateway = InMemoryGateway::default();
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let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
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let p1_inv = vec![
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item::InventoryItemEntity::Stacked(
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vec![
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entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::Tool(
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item::tool::Tool {
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tool: item::tool::ToolType::JackOLantern,
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}
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),
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}).await.unwrap(),
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entity_gateway.create_item(item::NewItemEntity {
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item: item::ItemDetail::Tool(
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item::tool::Tool {
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tool: item::tool::ToolType::JackOLantern,
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}
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),
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}).await.unwrap(),
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])];
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entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
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let mut ship = Box::new(ShipServerState::builder()
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.gateway(entity_gateway.clone())
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.build());
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log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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join_lobby(&mut ship, ClientId(1)).await;
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create_room(&mut ship, ClientId(1), "room", "").await;
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ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
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client: 0,
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target: 0,
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item_id: 0x10000,
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})))).await.unwrap();
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ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
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client: 0,
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target: 0,
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item_id: 0x10000,
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})))).await.unwrap();
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let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
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for item in inventory_items.items {
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for sitem in item.stacked().unwrap() {
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assert!(sitem.item.clone().as_tool().unwrap().tool.is_mag_cell());
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}
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}
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}
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#[async_std::test]
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async fn test_use_barta_1() {
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let mut entity_gateway = InMemoryGateway::default();
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let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
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let inv = vec![
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entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::TechniqueDisk(
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item::tech::TechniqueDisk {
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tech: item::tech::Technique::Foie,
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level: 3,
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}
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)
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}
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).await.unwrap(),
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entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::TechniqueDisk(
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item::tech::TechniqueDisk {
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tech: item::tech::Technique::Barta,
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level: 4,
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}
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)
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}
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).await.unwrap(),
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entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::TechniqueDisk(
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item::tech::TechniqueDisk {
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tech: item::tech::Technique::Zonde,
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level: 5,
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}
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)
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}
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).await.unwrap()
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];
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entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(inv)).await.unwrap();
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let mut ship = Box::new(ShipServerState::builder()
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.gateway(entity_gateway.clone())
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.build());
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log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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join_lobby(&mut ship, ClientId(1)).await;
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create_room(&mut ship, ClientId(1), "room", "").await;
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ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
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client: 0,
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target: 0,
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item_id: 0x10000,
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})))).await.unwrap();
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ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
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client: 0,
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target: 0,
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item_id: 0x10002,
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})))).await.unwrap();
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let characters = entity_gateway.get_characters_by_user(&user1).await.unwrap();
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let char = characters[0].as_ref().unwrap();
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assert_eq!(char.techs.techs.len(), 2);
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assert_eq!(char.techs.techs.get(&item::tech::Technique::Foie).unwrap(), &TechLevel(3));
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assert_eq!(char.techs.techs.get(&item::tech::Technique::Zonde).unwrap(), &TechLevel(5));
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assert!(char.techs.techs.get(&item::tech::Technique::Barta).is_none());
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}
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#[async_std::test]
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async fn test_use_monogrinder() {
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let mut entity_gateway = InMemoryGateway::default();
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let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
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let saber = entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::Weapon(
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item::weapon::Weapon {
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weapon: item::weapon::WeaponType::Saber,
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grind: 0,
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special: None,
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attrs: [None, None, None],
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tekked: true,
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}
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),
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}).await.unwrap();
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let mut grinders = Vec::new();
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for _ in 0..3usize {
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grinders.push(entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::Tool(
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item::tool::Tool {
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tool: item::tool::ToolType::Monogrinder,
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}
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),
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}).await.unwrap());
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}
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let equipped = item::EquippedEntity {
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weapon: Some(saber.id),
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armor: None,
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shield: None,
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unit: [None; 4],
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mag: None,
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};
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entity_gateway.set_character_equips(&char1.id, &equipped).await.unwrap();
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entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(vec![item::InventoryItemEntity::Individual(saber),
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item::InventoryItemEntity::Stacked(grinders)])).await.unwrap();
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let mut ship = Box::new(ShipServerState::builder()
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.gateway(entity_gateway.clone())
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.build());
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log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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join_lobby(&mut ship, ClientId(1)).await;
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create_room(&mut ship, ClientId(1), "room", "").await;
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ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
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client: 0,
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target: 0,
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item_id: 0x10001,
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})))).await.unwrap();
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ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
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client: 0,
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target: 0,
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item_id: 0x10001,
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})))).await.unwrap();
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let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
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assert_eq!(inventory_items.items.len(), 2);
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assert!(matches!(inventory_items.items[0], item::InventoryItemEntity::Individual(item::ItemEntity{ item: item::ItemDetail::Weapon(item::weapon::Weapon {grind: 2, ..}), ..})));
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}
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// TODO: tests for ALL ITEMS WOW
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/*
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#[async_std::test]
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pub async fn test_learn_new_tech() {}
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|
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#[async_std::test]
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pub async fn test_new_fo_has_foie_1() {}
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#[async_std::test]
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pub async fn test_char_cannot_use_lower_level_tech() {}
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|
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#[async_std::test]
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pub async fn test_char_cannot_learn_wrong_tech() {}
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#[async_std::test]
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pub async fn test_char_cannot_learn_high_level_tech() {}
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#[async_std::test]
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pub async fn test_android_cannot_learn_tech() {}
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*/
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