diff --git a/tests/test_shops.rs b/tests/test_shops.rs index 831109c..acf295f 100644 --- a/tests/test_shops.rs +++ b/tests/test_shops.rs @@ -725,7 +725,7 @@ async fn test_player_sells_rare_item() { } #[async_std::test] -async fn test_player_sells_photon_drops() { +async fn test_player_sells_partial_photon_drop_stack() { let mut entity_gateway = InMemoryGateway::default(); let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; @@ -769,4 +769,400 @@ async fn test_player_sells_photon_drops() { let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap(); let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap(); assert_eq!(c1.meseta, 3000); -} \ No newline at end of file +} + +#[async_std::test] +async fn test_player_sells_basic_frame() { + let mut entity_gateway = InMemoryGateway::default(); + + let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; + + let mut p1_inv = Vec::new(); + + p1_inv.push(entity_gateway.create_item( + item::NewItemEntity { + item: item::ItemDetail::Armor( + item::armor::Armor { + armor: item::armor::ArmorType::Frame, + dfp: 0, + evp: 0, + slots: 0, + } + ), + location: item::ItemLocation::Inventory { + character_id: char1.id, + } + }).await.unwrap()); + + entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_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; + join_lobby(&mut ship, ClientId(1)).await; + create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await; + + ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem { + client: 0, + target: 0, + item_id: 0x10000, + amount: 1, + })))).await.unwrap().for_each(drop); + + let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap(); + let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap(); + assert_eq!(c1.meseta, 24); +} + +#[async_std::test] +async fn test_player_sells_max_frame() { + let mut entity_gateway = InMemoryGateway::default(); + + let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; + + let mut p1_inv = Vec::new(); + + p1_inv.push(entity_gateway.create_item( + item::NewItemEntity { + item: item::ItemDetail::Armor( + item::armor::Armor { + armor: item::armor::ArmorType::Frame, + dfp: 2, + evp: 2, + slots: 4, + } + ), + location: item::ItemLocation::Inventory { + character_id: char1.id, + } + }).await.unwrap()); + + entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_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; + join_lobby(&mut ship, ClientId(1)).await; + create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await; + + ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem { + client: 0, + target: 0, + item_id: 0x10000, + amount: 1, + })))).await.unwrap().for_each(drop); + + let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap(); + let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap(); + assert_eq!(c1.meseta, 74); +} + +#[async_std::test] +async fn test_player_sells_basic_barrier() { + let mut entity_gateway = InMemoryGateway::default(); + + let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; + + let mut p1_inv = Vec::new(); + + p1_inv.push(entity_gateway.create_item( + item::NewItemEntity { + item: item::ItemDetail::Shield( + item::shield::Shield { + shield: item::shield::ShieldType::Barrier, + dfp: 0, + evp: 0, + } + ), + location: item::ItemLocation::Inventory { + character_id: char1.id, + } + }).await.unwrap()); + + entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_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; + join_lobby(&mut ship, ClientId(1)).await; + create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await; + + ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem { + client: 0, + target: 0, + item_id: 0x10000, + amount: 1, + })))).await.unwrap().for_each(drop); + + let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap(); + let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap(); + assert_eq!(c1.meseta, 69); +} + +#[async_std::test] +async fn test_player_sells_max_barrier() { + let mut entity_gateway = InMemoryGateway::default(); + + let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; + + let mut p1_inv = Vec::new(); + + p1_inv.push(entity_gateway.create_item( + item::NewItemEntity { + item: item::ItemDetail::Shield( + item::shield::Shield { + shield: item::shield::ShieldType::Barrier, + dfp: 5, + evp: 5, + } + ), + location: item::ItemLocation::Inventory { + character_id: char1.id, + } + }).await.unwrap()); + + entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_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; + join_lobby(&mut ship, ClientId(1)).await; + create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await; + + ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem { + client: 0, + target: 0, + item_id: 0x10000, + amount: 1, + })))).await.unwrap().for_each(drop); + + let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap(); + let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap(); + assert_eq!(c1.meseta, 122); +} + +#[async_std::test] +async fn test_player_sells_1_star_minusminus_unit() { + let mut entity_gateway = InMemoryGateway::default(); + + let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; + + let mut p1_inv = Vec::new(); + + p1_inv.push(entity_gateway.create_item( + item::NewItemEntity { + item: item::ItemDetail::Unit( + item::unit::Unit { + unit: item::unit::UnitType::PriestMind, + modifier: Some(item::unit::UnitModifier::MinusMinus), + } + ), + location: item::ItemLocation::Inventory { + character_id: char1.id, + } + }).await.unwrap()); + + entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_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; + join_lobby(&mut ship, ClientId(1)).await; + create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await; + + ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem { + client: 0, + target: 0, + item_id: 0x10000, + amount: 1, + })))).await.unwrap().for_each(drop); + + let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap(); + let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap(); + assert_eq!(c1.meseta, 125); +} + +#[async_std::test] +async fn test_player_sells_5_star_plusplus_unit() { + let mut entity_gateway = InMemoryGateway::default(); + + let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; + + let mut p1_inv = Vec::new(); + + p1_inv.push(entity_gateway.create_item( + item::NewItemEntity { + item: item::ItemDetail::Unit( + item::unit::Unit { + unit: item::unit::UnitType::GeneralHp, + modifier: Some(item::unit::UnitModifier::PlusPlus), + } + ), + location: item::ItemLocation::Inventory { + character_id: char1.id, + } + }).await.unwrap()); + + entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_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; + join_lobby(&mut ship, ClientId(1)).await; + create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await; + + ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem { + client: 0, + target: 0, + item_id: 0x10000, + amount: 1, + })))).await.unwrap().for_each(drop); + + let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap(); + let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap(); + assert_eq!(c1.meseta, 625); +} + +#[async_std::test] +async fn test_player_sells_rare_frame() { + let mut entity_gateway = InMemoryGateway::default(); + + let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; + + let mut p1_inv = Vec::new(); + + p1_inv.push(entity_gateway.create_item( + item::NewItemEntity { + item: item::ItemDetail::Armor( + item::armor::Armor { + armor: item::armor::ArmorType::StinkFrame, + dfp: 10, + evp: 20, + slots: 3, + } + ), + location: item::ItemLocation::Inventory { + character_id: char1.id, + } + }).await.unwrap()); + + entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_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; + join_lobby(&mut ship, ClientId(1)).await; + create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await; + + ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem { + client: 0, + target: 0, + item_id: 0x10000, + amount: 1, + })))).await.unwrap().for_each(drop); + + let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap(); + let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap(); + assert_eq!(c1.meseta, 10); +} + +#[async_std::test] +async fn test_player_sells_rare_barrier() { + let mut entity_gateway = InMemoryGateway::default(); + + let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; + + let mut p1_inv = Vec::new(); + + p1_inv.push(entity_gateway.create_item( + item::NewItemEntity { + item: item::ItemDetail::Shield( + item::shield::Shield { + shield: item::shield::ShieldType::RedRing, + dfp: 10, + evp: 20, + } + ), + location: item::ItemLocation::Inventory { + character_id: char1.id, + } + }).await.unwrap()); + + entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_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; + join_lobby(&mut ship, ClientId(1)).await; + create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await; + + ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem { + client: 0, + target: 0, + item_id: 0x10000, + amount: 1, + })))).await.unwrap().for_each(drop); + + let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap(); + let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap(); + assert_eq!(c1.meseta, 10); +} + +#[async_std::test] +async fn test_player_sells_rare_unit() { + let mut entity_gateway = InMemoryGateway::default(); + + let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; + + let mut p1_inv = Vec::new(); + + p1_inv.push(entity_gateway.create_item( + item::NewItemEntity { + item: item::ItemDetail::Unit( + item::unit::Unit { + unit: item::unit::UnitType::V101, + modifier: None, + } + ), + location: item::ItemLocation::Inventory { + character_id: char1.id, + } + }).await.unwrap()); + + entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_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; + join_lobby(&mut ship, ClientId(1)).await; + create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await; + + ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem { + client: 0, + target: 0, + item_id: 0x10000, + amount: 1, + })))).await.unwrap().for_each(drop); + + let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap(); + let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap(); + assert_eq!(c1.meseta, 10); +}