some comments and tests
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e256423dfa
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f3e7599975
@ -418,6 +418,48 @@ impl CharacterInventory {
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})
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}
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pub fn get_equipped_armor_handle<'a>(&'a mut self) -> Option<InventoryItemHandle<'a>> {
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let (slot, _) = self.items.iter()
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.enumerate()
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.filter(|(_, item)| {
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if let InventoryItem::Individual(individual_inventory_item) = item {if let ItemDetail::Armor(_) = &individual_inventory_item.item {return individual_inventory_item.equipped }}
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false
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})
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.nth(0)?;
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Some(InventoryItemHandle {
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inventory: self,
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slot: slot,
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})
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}
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pub fn get_equipped_shield_handle<'a>(&'a mut self) -> Option<InventoryItemHandle<'a>> {
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let (slot, _) = self.items.iter()
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.enumerate()
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.filter(|(_, item)| {
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if let InventoryItem::Individual(individual_inventory_item) = item {if let ItemDetail::Shield(_) = &individual_inventory_item.item {return individual_inventory_item.equipped }}
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false
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})
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.nth(0)?;
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Some(InventoryItemHandle {
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inventory: self,
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slot: slot,
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})
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}
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pub fn get_equipped_weapon_handle<'a>(&'a mut self) -> Option<InventoryItemHandle<'a>> {
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let (slot, _) = self.items.iter()
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.enumerate()
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.filter(|(_, item)| {
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if let InventoryItem::Individual(individual_inventory_item) = item {if let ItemDetail::Weapon(_) = &individual_inventory_item.item {return individual_inventory_item.equipped }}
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false
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})
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.nth(0)?;
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Some(InventoryItemHandle {
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inventory: self,
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slot: slot,
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})
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}
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pub fn get_item_by_id(&self, item_id: ClientItemId) -> Option<&InventoryItem> {
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self.items.iter()
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.filter(|item| {
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@ -46,6 +46,8 @@ pub enum ItemManagerError {
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ItemIdNotInInventory(ClientItemId),
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CannotGetMutItem,
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CannotGetIndividualItem,
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InvalidSlot(u8, u8), // slots available, slot attempted
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NoArmorEquipped,
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}
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@ -896,6 +898,7 @@ impl ItemManager {
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Ok(inventory_item)
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}
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// TODO: check if slot exists before putting units into it
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pub async fn player_equips_item<EG: EntityGateway>(&mut self,
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entity_gateway: &mut EG,
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character: &CharacterEntity,
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@ -912,7 +915,7 @@ impl ItemManager {
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inventory_item.item = ItemDetail::Unit(unit::Unit {
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unit: u.unit,
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modifier: u.modifier,
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armor_slot: ((equip_slot & 0x7) - 1) % 4,
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armor_slot: ((equip_slot & 0x7) - 1) % 4, // or just be lazy and do equip_slot - 9
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});
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} else {
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inventory_item.item = ItemDetail::Unit(unit::Unit {
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@ -9,7 +9,7 @@ mod common;
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use common::*;
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#[async_std::test]
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async fn test_save_options<EG: EntityGateway>(ship: &mut ShipServerState<EG>, id: ClientId, options: u32) {
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async fn test_save_options() {
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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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218
tests/test_item_equip.rs
Normal file
218
tests/test_item_equip.rs
Normal file
@ -0,0 +1,218 @@
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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::ship::ship::{ShipServerState, RecvShipPacket};
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use elseware::entity::item;
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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_equip_unit_from_equip_menu() {
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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::Armor(
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item::armor::Armor{
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armor: item::armor::ArmorType::Frame,
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dfp: 0,
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evp: 0,
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slots: 4,
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modifiers: Vec::new(),
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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: true,
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}
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}).await;
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entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::Unit(
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item::unit::Unit{
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unit: item::unit::UnitType::KnightPower,
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modifier: None,
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armor_slot: 0,
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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: 1,
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equipped: false,
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}
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}).await.unwrap();
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entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::Unit(
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item::unit::Unit{
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unit: item::unit::UnitType::KnightPower,
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modifier: Some(item::unit::UnitModifier::Plus),
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armor_slot: 0,
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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: 2,
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equipped: false,
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}
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}).await.unwrap();
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let mut ship = ShipServerState::builder()
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.gateway(entity_gateway.clone())
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.build();
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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::PlayerEquipItem(PlayerEquipItem {
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client: 0,
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target: 0,
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item_id: 0x10001,
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sub_menu: 9,
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unknown1: 0,
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})))).await.unwrap().for_each(drop);
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// case when someone tries to send invalid submenu? submenu is 9-12 in normal gameplay
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ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerEquipItem(PlayerEquipItem {
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client: 0,
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target: 0,
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item_id: 0x10002,
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sub_menu: 14,
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unknown1: 0,
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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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let (unit1, unit2) = (&items[1], &items[2]);
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let unit1_equipped = match unit1.location {
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item::ItemLocation::Inventory{equipped, ..} => equipped,
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_ => false,
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};
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let unit2_equipped = match unit2.location {
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item::ItemLocation::Inventory{equipped, ..} => equipped,
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_ => false,
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};
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assert!({
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match unit1.item {
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item::ItemDetail::Unit(u) => {
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if u.armor_slot == 0 && unit1_equipped {
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true
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} else {
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false
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}
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},
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_ => false,
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}
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});
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assert!({
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match unit2.item {
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item::ItemDetail::Unit(u) => {
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if u.armor_slot == 1 && unit2_equipped {
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true
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} else {
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false
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}
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},
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_ => false,
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}
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});
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}
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#[async_std::test]
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async fn test_unequip_armor_with_units() {
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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::Armor(
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item::armor::Armor{
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armor: item::armor::ArmorType::Frame,
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dfp: 0,
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evp: 0,
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slots: 4,
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modifiers: Vec::new(),
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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: true,
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}
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}).await;
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entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::Unit(
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item::unit::Unit{
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unit: item::unit::UnitType::KnightPower,
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modifier: None,
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armor_slot: 0,
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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: 1,
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equipped: true,
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}
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}).await.unwrap();
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entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::Unit(
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item::unit::Unit{
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unit: item::unit::UnitType::KnightPower,
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modifier: Some(item::unit::UnitModifier::Plus),
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armor_slot: 1,
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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: 2,
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equipped: true,
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}
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}).await.unwrap();
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let mut ship = ShipServerState::builder()
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.gateway(entity_gateway.clone())
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.build();
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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::PlayerUnequipItem(PlayerUnequipItem {
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client: 0,
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target: 0,
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item_id: 0x10000,
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unknown1: 0,
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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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let (armor, unit1, unit2) = (&items[0], &items[1], &items[2]);
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let armor_equipped = match armor.location {
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item::ItemLocation::Inventory{equipped, ..} => equipped,
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_ => true,
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};
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let unit1_equipped = match unit1.location {
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item::ItemLocation::Inventory{equipped, ..} => equipped,
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_ => true,
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};
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let unit2_equipped = match unit2.location {
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item::ItemLocation::Inventory{equipped, ..} => equipped,
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_ => true,
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};
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assert!(armor_equipped == false);
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assert!(unit1_equipped == false);
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assert!(unit2_equipped == false);
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}
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