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use elseware::common::serverstate::{ClientId, ServerState};
use elseware::entity::gateway::{EntityGateway, InMemoryGateway};
use elseware::ship::ship::{ShipServerState, RecvShipPacket};
use elseware::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::new();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Armor(
item::armor::Armor{
armor: item::armor::ArmorType::Frame,
dfp: 0,
evp: 0,
slots: 4,
modifiers: Vec::new(),
}),
location: item::ItemLocation::Inventory {
character_id: char1.id,
slot: 0,
equipped: true,
}
}).await.unwrap();
entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Unit(
item::unit::Unit{
unit: item::unit::UnitType::KnightPower,
modifier: None,
armor_slot: 0,
}),
location: item::ItemLocation::Inventory {
character_id: char1.id,
slot: 1,
equipped: false,
}
}).await.unwrap();
entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Unit(
item::unit::Unit{
unit: item::unit::UnitType::KnightPower,
modifier: Some(item::unit::UnitModifier::Plus),
armor_slot: 0,
}),
location: item::ItemLocation::Inventory {
character_id: char1.id,
slot: 2,
equipped: false,
}
}).await.unwrap();
let mut ship = 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::PlayerEquipItem(PlayerEquipItem {
client: 0,
target: 0,
item_id: 0x10001,
sub_menu: 9,
unknown1: 0,
})))).await.unwrap().for_each(drop);
// 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().for_each(drop);
let items = entity_gateway.get_items_by_character(&char1.id).await.unwrap();
let (unit1, unit2) = (&items[1], &items[2]);
let unit1_equipped = match unit1.location {
item::ItemLocation::Inventory{equipped, ..} => equipped,
_ => false,
};
let unit2_equipped = match unit2.location {
item::ItemLocation::Inventory{equipped, ..} => equipped,
_ => false,
};
assert!({
match unit1.item {
item::ItemDetail::Unit(u) => {
if u.armor_slot == 0 && unit1_equipped {
true
} else {
false
}
},
_ => false,
}
});
assert!({
match unit2.item {
item::ItemDetail::Unit(u) => {
if u.armor_slot == 1 && unit2_equipped {
true
} else {
false
}
},
_ => false,
}
});
}
#[async_std::test]
async fn test_unequip_armor_with_units() {
let mut entity_gateway = InMemoryGateway::new();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Armor(
item::armor::Armor{
armor: item::armor::ArmorType::Frame,
dfp: 0,
evp: 0,
slots: 4,
modifiers: Vec::new(),
}),
location: item::ItemLocation::Inventory {
character_id: char1.id,
slot: 0,
equipped: true,
}
}).await;
entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Unit(
item::unit::Unit{
unit: item::unit::UnitType::KnightPower,
modifier: None,
armor_slot: 0,
}),
location: item::ItemLocation::Inventory {
character_id: char1.id,
slot: 1,
equipped: true,
}
}).await.unwrap();
entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Unit(
item::unit::Unit{
unit: item::unit::UnitType::KnightPower,
modifier: Some(item::unit::UnitModifier::Plus),
armor_slot: 1,
}),
location: item::ItemLocation::Inventory {
character_id: char1.id,
slot: 2,
equipped: true,
}
}).await.unwrap();
let mut ship = 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::PlayerUnequipItem(PlayerUnequipItem {
client: 0,
target: 0,
item_id: 0x10000,
unknown1: 0,
})))).await.unwrap().for_each(drop);
let items = entity_gateway.get_items_by_character(&char1.id).await.unwrap();
let (armor, unit1, unit2) = (&items[0], &items[1], &items[2]);
let armor_equipped = match armor.location {
item::ItemLocation::Inventory{equipped, ..} => equipped,
_ => true,
};
let unit1_equipped = match unit1.location {
item::ItemLocation::Inventory{equipped, ..} => equipped,
_ => true,
};
let unit2_equipped = match unit2.location {
item::ItemLocation::Inventory{equipped, ..} => equipped,
_ => true,
};
assert!(armor_equipped == false);
assert!(unit1_equipped == false);
assert!(unit2_equipped == false);
}
#[async_std::test]
async fn test_sort_items() {
let mut entity_gateway = InMemoryGateway::new();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Armor(
item::armor::Armor{
armor: item::armor::ArmorType::Frame,
dfp: 0,
evp: 0,
slots: 4,
modifiers: Vec::new(),
}),
location: item::ItemLocation::Inventory {
character_id: char1.id,
slot: 0,
equipped: true,
}
}).await;
entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Unit(
item::unit::Unit{
unit: item::unit::UnitType::KnightPower,
modifier: None,
armor_slot: 0,
}),
location: item::ItemLocation::Inventory {
character_id: char1.id,
slot: 1,
equipped: false,
}
}).await;
entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Unit(
item::unit::Unit{
unit: item::unit::UnitType::KnightPower,
modifier: Some(item::unit::UnitModifier::Plus),
armor_slot: 0,
}),
location: item::ItemLocation::Inventory {
character_id: char1.id,
slot: 2,
equipped: false,
}
}).await;
let mut ship = 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 old_items = entity_gateway.get_items_by_character(&char1).await;
assert!(old_items[0].item.item_type() == item::ItemType::Armor(item::armor::ArmorType::Frame));
assert!(old_items[0].location == item::ItemLocation::Inventory{
character_id: char1.id,
slot: 0,
equipped: true,
});
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().for_each(drop);
let items = entity_gateway.get_items_by_character(&char1).await;
assert!(items[0].item.item_type() == item::ItemType::Armor(item::armor::ArmorType::Frame));
assert!(items[0].location == item::ItemLocation::Inventory{
character_id: char1.id,
slot: 2,
equipped: true,
});
}