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@ -216,3 +216,75 @@ async fn test_unequip_armor_with_units() { |
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assert!(unit1_equipped == false);
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assert!(unit2_equipped == false);
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}
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#[async_std::test]
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async fn test_sort_items() {
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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;
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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;
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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::SortItems(SortItems {
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client: 255,
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target: 255,
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item_ids: [0x10001u32, 0x10002, 0x10000, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF,
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0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF,
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0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF],
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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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assert!(items[2].item.item_type() == item::ItemType::Armor(item::armor::ArmorType::Frame));
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}
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