fix tests that care about rooms
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ae696888e9
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11fecd5bda
@ -263,7 +263,7 @@ impl ClientState {
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settings: settings,
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character: character,
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session: session,
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block: 1,
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block: 0,
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item_drop_location: None,
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done_loading_quest: false,
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area: None,
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@ -379,9 +379,9 @@ impl<EG: EntityGateway> ShipServerStateBuilder<EG> {
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}
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struct Block {
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pub struct Block {
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client_location: Box<ClientLocation>,
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rooms: Box<Rooms>,
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pub rooms: Box<Rooms>,
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}
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impl Default for Block {
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@ -393,7 +393,7 @@ impl Default for Block {
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}
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}
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struct Blocks(Vec<Block>);
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pub struct Blocks(pub Vec<Block>);
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impl Blocks {
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fn with_client(&mut self, id: ClientId, clients: &Clients) -> Result<&mut Block, ShipError> {
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@ -410,7 +410,7 @@ pub struct ShipServerState<EG: EntityGateway> {
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item_manager: items::ItemManager,
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quests: quests::QuestList,
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shops: Box<ItemShops>,
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blocks: Blocks,
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pub blocks: Blocks,
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ip: Ipv4Addr,
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port: u16,
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@ -25,7 +25,7 @@ async fn test_character_gains_exp() {
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create_room(&mut ship, ClientId(1), "room", "").await;
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let (enemy_id, exp) = {
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let room = ship.rooms[0].as_ref().unwrap();
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let room = ship.blocks.0[0].rooms[0].as_ref().unwrap();
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let (enemy_id, map_enemy) = (0..).filter_map(|i| {
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room.maps.enemy_by_id(i).map(|enemy| {
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(i, enemy)
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@ -64,7 +64,7 @@ async fn test_character_levels_up() {
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create_room(&mut ship, ClientId(1), "room", "").await;
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let enemy_id = {
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let room = ship.rooms[0].as_ref().unwrap();
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let room = ship.blocks.0[0].rooms[0].as_ref().unwrap();
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(0..).filter_map(|i| {
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room.maps.enemy_by_id(i).map(|_| {
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i
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@ -102,7 +102,7 @@ async fn test_character_levels_up_multiple_times() {
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create_room(&mut ship, ClientId(1), "room", "").await;
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let (enemy_id, exp) = {
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let room = ship.rooms[0].as_ref().unwrap();
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let room = ship.blocks.0[0].rooms[0].as_ref().unwrap();
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let (enemy_id, map_enemy) = (0..).filter_map(|i| {
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room.maps.enemy_by_id(i).ok().and_then(|enemy| {
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if enemy.monster == MonsterType::DarkFalz2 {
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@ -152,7 +152,7 @@ async fn test_one_character_gets_full_exp_and_other_attacker_gets_partial() {
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join_room(&mut ship, ClientId(2), 0).await;
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let (enemy_id, exp) = {
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let room = ship.rooms[0].as_ref().unwrap();
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let room = ship.blocks.0[0].rooms[0].as_ref().unwrap();
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let (enemy_id, map_enemy) = (0..).filter_map(|i| {
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room.maps.enemy_by_id(i).ok().and_then(|enemy| {
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if enemy.monster == MonsterType::DarkFalz2 {
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