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more selling tests

pull/47/head
andy 3 years ago
parent
commit
d84b2fc663
  1. 95
      tests/test_shops.rs

95
tests/test_shops.rs

@ -674,4 +674,99 @@ async fn test_selling_untekked_weapon() {
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, 1);
}
#[async_std::test]
async fn test_player_sells_rare_item() {
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::Weapon(
item::weapon::Weapon {
weapon: item::weapon::WeaponType::DarkFlow,
grind: 5,
special: None,
attrs: [Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Hit, value: 100}),
Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Dark, value: 100}),
Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Native, value: 100}),],
tekked: true,
}
),
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_photon_drops() {
let mut entity_gateway = InMemoryGateway::default();
let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
let mut p1_inv = Vec::new();
let mut photon_drops = Vec::new();
for _ in 0..7usize {
photon_drops.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: item::tool::ToolType::PhotonDrop,
}
),
location: item::ItemLocation::Inventory {
character_id: char1.id,
}
}).await.unwrap());
}
p1_inv.push(item::InventoryItemEntity::Stacked(photon_drops));
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: 3,
})))).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, 3000);
}
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