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Merge pull request 'another item refactor (plus tool usage)' (#182) from item_refactor_again into master
pbs
Merge pull request 'another item refactor (plus tool usage)' (#182) from item_refactor_again into master
pbs
jake
4 years ago
12 changed files with 1057 additions and 423 deletions
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13src/entity/item/mod.rs
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8src/entity/item/tool.rs
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2src/ship/character.rs
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864src/ship/items.rs
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30src/ship/packet/builder/message.rs
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6src/ship/packet/handler/direct_message.rs
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63src/ship/packet/handler/message.rs
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5src/ship/ship.rs
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1tests/common.rs
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10tests/test_exp_gain.rs
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192tests/test_item_pickup.rs
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286tests/test_item_use.rs
864
src/ship/items.rs
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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::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::new();
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let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
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for (slot, tool) in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter().enumerate() {
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for _ in 0..2 {
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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: tool
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}
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),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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slot: slot,
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equipped: false,
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}
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}).await;
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}
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}
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let mut ship = ShipServerState::new(entity_gateway.clone());
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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().for_each(drop);
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let items = entity_gateway.get_items_by_character(&char1).await;
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assert!(items.iter().filter(|item| {
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if let item::ItemDetail::Tool(t) = item.item {
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t.tool == item::tool::ToolType::Monomate
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}
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else {
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false
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}
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}).count() == 1);
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assert!(items.iter().filter(|item| {
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if let item::ItemDetail::Tool(t) = item.item {
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t.tool == item::tool::ToolType::Monofluid
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}
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else {
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false
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}
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}).count() == 2);
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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::new();
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let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
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for (slot, tool) in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter().enumerate() {
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for _ in 0..3 {
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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: tool
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}
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),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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slot: slot,
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equipped: false,
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}
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}).await;
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}
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}
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let mut ship = ShipServerState::new(entity_gateway.clone());
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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().for_each(drop);
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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().for_each(drop);
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let items = entity_gateway.get_items_by_character(&char1).await;
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assert!(items.iter().filter(|item| {
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if let item::ItemDetail::Tool(t) = item.item {
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t.tool == item::tool::ToolType::Monomate
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}
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else {
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false
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}
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}).count() == 1);
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assert!(items.iter().filter(|item| {
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if let item::ItemDetail::Tool(t) = item.item {
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t.tool == item::tool::ToolType::Monofluid
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}
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else {
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false
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}
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}).count() == 3);
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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::new();
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let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
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for (slot, tool) in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter().enumerate() {
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for _ in 0..1 {
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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: tool
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}
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),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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slot: slot,
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equipped: false,
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}
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}).await;
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}
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}
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let mut ship = ShipServerState::new(entity_gateway.clone());
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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().for_each(drop);
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let items = entity_gateway.get_items_by_character(&char1).await;
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assert!(items.iter().filter(|item| {
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if let item::ItemDetail::Tool(t) = item.item {
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t.tool == item::tool::ToolType::Monomate
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}
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else {
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false
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}
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}).count() == 0);
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assert!(items.iter().filter(|item| {
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if let item::ItemDetail::Tool(t) = item.item {
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t.tool == item::tool::ToolType::Monofluid
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}
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else {
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false
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}
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}).count() == 1);
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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::new();
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let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
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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::MagicStoneIritista,
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}
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),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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slot: 0,
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equipped: false,
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}
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}).await;
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let mut ship = ShipServerState::new(entity_gateway.clone());
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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().for_each(drop);
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let items = entity_gateway.get_items_by_character(&char1).await;
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assert!(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::new();
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let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
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for (slot, tool) in vec![item::tool::ToolType::PowerMaterial, item::tool::ToolType::LuckMaterial].into_iter().enumerate() {
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for _ in 0..5 {
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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: tool
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}
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),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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slot: slot,
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equipped: false,
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}
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}).await;
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}
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}
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let mut ship = ShipServerState::new(entity_gateway.clone());
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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().for_each(drop);
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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().for_each(drop);
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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().for_each(drop);
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let items = entity_gateway.get_items_by_character(&char1).await;
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assert!(items.iter().filter(|item| {
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if let item::ItemDetail::Tool(t) = item.item {
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t.tool == item::tool::ToolType::PowerMaterial
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}
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else {
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false
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}
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}).count() == 4);
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assert!(items.iter().filter(|item| {
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if let item::ItemDetail::Tool(t) = item.item {
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t.tool == item::tool::ToolType::LuckMaterial
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}
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else {
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false
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}
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}).count() == 3);
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let characters = entity_gateway.get_characters_by_user(&user1).await;
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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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