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@ -11,9 +11,9 @@ |
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use elseware::common::serverstate::{ClientId, ServerState};
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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::gateway::{EntityGateway, InMemoryGateway};
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use elseware::ship::ship::{ShipServerState, RecvShipPacket, SendShipPacket};
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use elseware::ship::ship::{ShipServerState, RecvShipPacket, SendShipPacket};
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use elseware::entity::character::{SectionID};
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use elseware::ship::room::{Difficulty};
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use elseware::ship::monster::{MonsterType};
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use elseware::entity::character::SectionID;
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use elseware::ship::room::Difficulty;
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use elseware::ship::monster::MonsterType;
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use elseware::entity::item;
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use elseware::entity::item;
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use libpso::packet::ship::*;
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use libpso::packet::ship::*;
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@ -111,13 +111,40 @@ async fn test_all_equipped_kill_counters_increase_per_kill() { |
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};
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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_equips(&char1.id, &equipped).await.unwrap();
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entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
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entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
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log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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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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join_lobby(&mut ship, ClientId(1)).await;
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create_room(&mut ship, ClientId(1), "room", "").await;
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create_room(&mut ship, ClientId(1), "room", "").await;
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assert!(true);
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let enemy_id = {
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let room = ship.blocks.0[0].rooms[0].as_ref().unwrap();
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let enemy_id = (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::Booma {
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Some(i)
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}
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else {
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None
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}
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})
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}).next().unwrap();
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enemy_id
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};
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ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::KillMonster(KillMonster{
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client: enemy_id as u8,
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target: 16,
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map_area: 1,
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data: [8,0],
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})))).await.unwrap().for_each(drop);
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let equipped_items = entity_gateway.get_character_equips(&char1.id).await.unwrap();
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let inventory = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
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let w = inventory.items.iter().find(|x| x.individual().unwrap().id == equipped_items.weapon.unwrap()).unwrap().individual().unwrap();
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let u = inventory.items.iter().find(|x| x.individual().unwrap().id == equipped_items.unit[0].unwrap()).unwrap().individual().unwrap();
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assert!(w.item.as_client_bytes()[11] == u.item.as_client_bytes()[11]);
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}
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}
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// #[async_std::test]
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// #[async_std::test]
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