handle selling photon tools and untekked weapon test
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@ -3,7 +3,7 @@ use thiserror::Error;
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use libpso::character::character;
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use crate::entity::character::CharacterEntityId;
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use crate::entity::item::{ItemEntityId, ItemDetail, ItemEntity, ItemType, ItemLocation, InventoryEntity, InventoryItemEntity, EquippedEntity};
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use crate::entity::item::tool::Tool;
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use crate::entity::item::tool::{Tool, ToolType};
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use crate::entity::item::mag::Mag;
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use crate::entity::item::weapon::Weapon;
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use crate::ship::items::{ClientItemId, BankItem, BankItemHandle};
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@ -256,8 +256,10 @@ impl InventoryItem {
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Some((ArmorShopItem::unit_from_item(u).price() / 8) as u32)
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},
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ItemDetail::Tool(t) => {
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if t.is_rare_item() { // TODO: photon drop/sphere etc
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return Some(10u32)
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if !matches!(t.tool, ToolType::PhotonDrop | ToolType::PhotonSphere | ToolType::PhotonCrystal) {
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if t.is_rare_item() {
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return Some(10u32)
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}
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}
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Some((ToolShopItem::tool_from_item(t).price() / 8) as u32)
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},
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@ -627,3 +627,51 @@ async fn test_units_disappear_from_shop_when_bought() {
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}).unwrap();
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}).unwrap();
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}
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#[async_std::test]
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async fn test_selling_untekked_weapon() {
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let mut entity_gateway = InMemoryGateway::default();
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let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
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let mut p1_inv = Vec::new();
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p1_inv.push(entity_gateway.create_item(
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item::NewItemEntity {
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item: item::ItemDetail::Weapon(
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item::weapon::Weapon {
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weapon: item::weapon::WeaponType::Vulcan,
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grind: 5,
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special: Some(item::weapon::WeaponSpecial::Charge),
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attrs: [Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Hit, value: 100}),
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Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Dark, value: 100}),
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Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Native, value: 100}),],
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tekked: false,
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}
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),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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}
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}).await.unwrap());
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entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
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let mut ship = Box::new(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_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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client: 0,
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target: 0,
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item_id: 0x10000,
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amount: 1,
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})))).await.unwrap().for_each(drop);
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let characters1 = entity_gateway.get_characters_by_user(&user1).await.unwrap();
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let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap();
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assert_eq!(c1.meseta, 1);
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}
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