use elseware::common::serverstate::{ClientId, ServerState}; use elseware::entity::gateway::{EntityGateway, InMemoryGateway}; use elseware::entity::item; use elseware::ship::ship::{ShipServerState, RecvShipPacket}; use elseware::ship::items::{ClientItemId, ActiveItemEntityId, HeldItemType, FloorItemType}; use libpso::packet::ship::*; use libpso::packet::messages::*; #[path = "common.rs"] mod common; use common::*; #[async_std::test] async fn test_pick_up_item_stack_of_items_already_in_inventory() { let mut entity_gateway = InMemoryGateway::new(); let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let (_user2, char2) = new_user_character(&mut entity_gateway, "a2", "a").await; entity_gateway.create_item( item::NewItemEntity { item: item::ItemDetail::Tool( item::tool::Tool { tool: item::tool::ToolType::Monomate } ), location: item::ItemLocation::Inventory { character_id: char1.id, slot: 0, equipped: false, } }).await; for (slot, tool) in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter().enumerate() { for _ in 0..5 { entity_gateway.create_item( item::NewItemEntity { item: item::ItemDetail::Tool( item::tool::Tool { tool: tool } ), location: item::ItemLocation::Inventory { character_id: char2.id, slot: slot, equipped: false, } }).await; } } let mut ship = ShipServerState::new(entity_gateway.clone()); log_in_char(&mut ship, ClientId(1), "a1", "a").await; log_in_char(&mut ship, ClientId(2), "a2", "a").await; join_lobby(&mut ship, ClientId(1)).await; join_lobby(&mut ship, ClientId(2)).await; create_room(&mut ship, ClientId(1), "room", "").await; join_room(&mut ship, ClientId(2), 0).await; ship.handle(ClientId(2), &RecvShipPacket::Message(Message::new(GameMessage::PlayerDropItem(PlayerDropItem { client: 0, target: 0, unknown1: 0, area: 0, item_id: 0x210000, x: 0.0, y: 0.0, z: 0.0, })))).await.unwrap().for_each(drop); ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::PickupItem(PickupItem { client: 0, target: 0, item_id: 0x210000, area: 0, unknown: [0; 3] })))).await.unwrap().for_each(drop); let p1_inventory = ship.item_manager.get_character_inventory(&char1).unwrap(); assert!(p1_inventory.count() == 1); let inventory_item = p1_inventory.slot(0).unwrap(); assert!(inventory_item.entity_id == ActiveItemEntityId::Stacked(vec![item::ItemEntityId(1), item::ItemEntityId(2), item::ItemEntityId(3), item::ItemEntityId(4), item::ItemEntityId(5), item::ItemEntityId(6)])); assert!(inventory_item.item == HeldItemType::Stacked(item::tool::Tool {tool: item::tool::ToolType::Monomate}, 6)); } #[async_std::test] async fn test_pick_up_item_stack_of_items_not_already_held() { let mut entity_gateway = InMemoryGateway::new(); let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let (_user2, char2) = new_user_character(&mut entity_gateway, "a2", "a").await; entity_gateway.create_item( item::NewItemEntity { item: item::ItemDetail::Tool( item::tool::Tool { tool: item::tool::ToolType::Monomate } ), location: item::ItemLocation::Inventory { character_id: char2.id, slot: 0, equipped: false, } }).await; let mut ship = ShipServerState::new(entity_gateway.clone()); log_in_char(&mut ship, ClientId(1), "a1", "a").await; log_in_char(&mut ship, ClientId(2), "a2", "a").await; join_lobby(&mut ship, ClientId(1)).await; join_lobby(&mut ship, ClientId(2)).await; create_room(&mut ship, ClientId(1), "room", "").await; join_room(&mut ship, ClientId(2), 0).await; ship.handle(ClientId(2), &RecvShipPacket::Message(Message::new(GameMessage::PlayerDropItem(PlayerDropItem { client: 0, target: 0, unknown1: 0, area: 0, item_id: 0x210000, x: 0.0, y: 0.0, z: 0.0, })))).await.unwrap().for_each(drop); ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::PickupItem(PickupItem { client: 0, target: 0, item_id: 0x210000, area: 0, unknown: [0; 3] })))).await.unwrap().for_each(drop); let p1_inventory = ship.item_manager.get_character_inventory(&char1).unwrap(); assert!(p1_inventory.count() == 1); let inventory_item = p1_inventory.slot(0).unwrap(); assert!(inventory_item.entity_id == ActiveItemEntityId::Stacked(vec![item::ItemEntityId(1)])); assert!(inventory_item.item == HeldItemType::Stacked(item::tool::Tool {tool: item::tool::ToolType::Monomate}, 1)); } #[async_std::test] async fn test_pick_up_meseta_when_inventory_full() { let mut entity_gateway = InMemoryGateway::new(); let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let (_user2, mut char2) = new_user_character(&mut entity_gateway, "a2", "a").await; for slot in 0..30 { entity_gateway.create_item( item::NewItemEntity { item: item::ItemDetail::Weapon( item::weapon::Weapon { weapon: item::weapon::WeaponType::Saber, grind: 0, special: None, attrs: [None, None, None], tekked: true, } ), location: item::ItemLocation::Inventory { character_id: char1.id, slot: slot, equipped: false, } }).await; } char2.meseta = 300; entity_gateway.save_character(&char2).await; let mut ship = ShipServerState::new(entity_gateway.clone()); log_in_char(&mut ship, ClientId(1), "a1", "a").await; log_in_char(&mut ship, ClientId(2), "a2", "a").await; join_lobby(&mut ship, ClientId(1)).await; join_lobby(&mut ship, ClientId(2)).await; create_room(&mut ship, ClientId(1), "room", "").await; join_room(&mut ship, ClientId(2), 0).await; ship.handle(ClientId(2), &RecvShipPacket::Message(Message::new(GameMessage::DropCoordinates(DropCoordinates { client: 0, target: 0, item_id: 0xFFFFFFFF, map_area: 0, x: 0.0, z: 0.0, })))).await.unwrap().for_each(drop); ship.handle(ClientId(2), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSplitItemStack(PlayerSplitItemStack { client: 0, target: 0, item_id: 0xFFFFFFFF, amount: 23, })))).await.unwrap().for_each(drop); ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::PickupItem(PickupItem { client: 0, target: 0, item_id: 0xF0000001, area: 0, unknown: [0; 3] })))).await.unwrap().for_each(drop); let p1_inventory = ship.item_manager.get_character_inventory(&char1).unwrap(); assert!(p1_inventory.count() == 30); let c1 = ship.clients.get(&ClientId(1)).unwrap(); let c2 = ship.clients.get(&ClientId(2)).unwrap(); assert!(c1.character.meseta == 23); assert!(c2.character.meseta == 277); } #[async_std::test] async fn test_pick_up_partial_stacked_item_when_inventory_is_otherwise_full() { let mut entity_gateway = InMemoryGateway::new(); let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let (_user2, char2) = new_user_character(&mut entity_gateway, "a2", "a").await; for slot in 0..29 { entity_gateway.create_item( item::NewItemEntity { item: item::ItemDetail::Weapon( item::weapon::Weapon { weapon: item::weapon::WeaponType::Saber, grind: 0, special: None, attrs: [None, None, None], tekked: true, } ), location: item::ItemLocation::Inventory { character_id: char1.id, slot: slot, equipped: false, } }).await; } entity_gateway.create_item( item::NewItemEntity { item: item::ItemDetail::Tool( item::tool::Tool { tool: item::tool::ToolType::Monomate, } ), location: item::ItemLocation::Inventory { character_id: char1.id, slot: 29, equipped: false, } }).await; entity_gateway.create_item( item::NewItemEntity { item: item::ItemDetail::Tool( item::tool::Tool { tool: item::tool::ToolType::Monomate, } ), location: item::ItemLocation::Inventory { character_id: char2.id, slot: 0, equipped: false, } }).await; let mut ship = ShipServerState::new(entity_gateway.clone()); log_in_char(&mut ship, ClientId(1), "a1", "a").await; log_in_char(&mut ship, ClientId(2), "a2", "a").await; join_lobby(&mut ship, ClientId(1)).await; join_lobby(&mut ship, ClientId(2)).await; create_room(&mut ship, ClientId(1), "room", "").await; join_room(&mut ship, ClientId(2), 0).await; ship.handle(ClientId(2), &RecvShipPacket::Message(Message::new(GameMessage::PlayerDropItem(PlayerDropItem { client: 0, target: 0, unknown1: 0, area: 0, item_id: 0x210000, x: 0.0, y: 0.0, z: 0.0, })))).await.unwrap().for_each(drop); ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::PickupItem(PickupItem { client: 0, target: 0, item_id: 0x210000, area: 0, unknown: [0; 3] })))).await.unwrap().for_each(drop); let p1_inventory = ship.item_manager.get_character_inventory(&char1).unwrap(); assert!(p1_inventory.count() == 30); let monomates = p1_inventory.slot(29).unwrap(); assert!(monomates.item == HeldItemType::Stacked(item::tool::Tool {tool: item::tool::ToolType::Monomate}, 2)); } #[async_std::test] async fn test_can_not_pick_up_item_when_inventory_full() { let mut entity_gateway = InMemoryGateway::new(); let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let (_user2, char2) = new_user_character(&mut entity_gateway, "a2", "a").await; for slot in 0..30 { entity_gateway.create_item( item::NewItemEntity { item: item::ItemDetail::Weapon( item::weapon::Weapon { weapon: item::weapon::WeaponType::Saber, grind: 0, special: None, attrs: [None, None, None], tekked: true, } ), location: item::ItemLocation::Inventory { character_id: char1.id, slot: slot, equipped: false, } }).await; } entity_gateway.create_item( item::NewItemEntity { item: item::ItemDetail::Weapon( item::weapon::Weapon { weapon: item::weapon::WeaponType::Handgun, grind: 0, special: None, attrs: [None, None, None], tekked: true, } ), location: item::ItemLocation::Inventory { character_id: char2.id, slot: 0, equipped: false, } }).await; let mut ship = ShipServerState::new(entity_gateway.clone()); log_in_char(&mut ship, ClientId(1), "a1", "a").await; log_in_char(&mut ship, ClientId(2), "a2", "a").await; join_lobby(&mut ship, ClientId(1)).await; join_lobby(&mut ship, ClientId(2)).await; create_room(&mut ship, ClientId(1), "room", "").await; join_room(&mut ship, ClientId(2), 0).await; ship.handle(ClientId(2), &RecvShipPacket::Message(Message::new(GameMessage::PlayerDropItem(PlayerDropItem { client: 0, target: 0, unknown1: 0, area: 0, item_id: 0x210000, x: 0.0, y: 0.0, z: 0.0, })))).await.unwrap().for_each(drop); ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::PickupItem(PickupItem { client: 0, target: 0, item_id: 0x210000, area: 0, unknown: [0; 3] })))).await.unwrap().for_each(drop); let p1_inventory = ship.item_manager.get_character_inventory(&char1).unwrap(); assert!(p1_inventory.count() == 30); let floor_item = ship.item_manager.get_floor_item_by_id(&char1, ClientItemId(0x210000)).unwrap(); assert!(floor_item.item_id == ClientItemId(0x210000)); } #[async_std::test] async fn test_can_not_drop_more_meseta_than_is_held() { let mut entity_gateway = InMemoryGateway::new(); let (_user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await; char1.meseta = 300; entity_gateway.save_character(&char1).await; let mut ship = ShipServerState::new(entity_gateway.clone()); log_in_char(&mut ship, ClientId(1), "a1", "a").await; join_lobby(&mut ship, ClientId(1)).await; create_room(&mut ship, ClientId(1), "room", "").await; ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::DropCoordinates(DropCoordinates { client: 0, target: 0, item_id: 0xFFFFFFFF, map_area: 0, x: 0.0, z: 0.0, })))).await.unwrap().for_each(drop); let split_attempt = ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSplitItemStack(PlayerSplitItemStack { client: 0, target: 0, item_id: 0xFFFFFFFF, amount: 301, })))).await; assert!(split_attempt.is_err()); let c1 = ship.clients.get(&ClientId(1)).unwrap(); assert!(c1.character.meseta == 300); assert!(ship.item_manager.get_floor_item_by_id(&char1, ClientItemId(0xF0000001)).is_err()) } #[async_std::test] async fn test_pick_up_stack_that_would_exceed_stack_limit() { let mut entity_gateway = InMemoryGateway::new(); let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let (_user2, char2) = new_user_character(&mut entity_gateway, "a2", "a").await; for _ in 0..6 { entity_gateway.create_item( item::NewItemEntity { item: item::ItemDetail::Tool( item::tool::Tool { tool: item::tool::ToolType::Monomate, } ), location: item::ItemLocation::Inventory { character_id: char1.id, slot: 0, equipped: false, } }).await; } for _ in 0..6 { entity_gateway.create_item( item::NewItemEntity { item: item::ItemDetail::Tool( item::tool::Tool { tool: item::tool::ToolType::Monomate, } ), location: item::ItemLocation::Inventory { character_id: char2.id, slot: 0, equipped: false, } }).await; } let mut ship = ShipServerState::new(entity_gateway.clone()); log_in_char(&mut ship, ClientId(1), "a1", "a").await; log_in_char(&mut ship, ClientId(2), "a2", "a").await; join_lobby(&mut ship, ClientId(1)).await; join_lobby(&mut ship, ClientId(2)).await; create_room(&mut ship, ClientId(1), "room", "").await; join_room(&mut ship, ClientId(2), 0).await; ship.handle(ClientId(2), &RecvShipPacket::Message(Message::new(GameMessage::PlayerDropItem(PlayerDropItem { client: 0, target: 0, unknown1: 0, area: 0, item_id: 0x210000, x: 0.0, y: 0.0, z: 0.0, })))).await.unwrap().for_each(drop); ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::PickupItem(PickupItem { client: 0, target: 0, item_id: 0x210000, area: 0, unknown: [0; 3] })))).await.unwrap().for_each(drop); let p1_inventory = ship.item_manager.get_character_inventory(&char1).unwrap(); let monomates = p1_inventory.slot(0).unwrap(); assert!(monomates.item == HeldItemType::Stacked(item::tool::Tool {tool: item::tool::ToolType::Monomate}, 6)); let floor_monomates = ship.item_manager.get_floor_item_by_id(&char1, ClientItemId(0x210000)).unwrap(); assert!(floor_monomates.item == FloorItemType::Stacked(item::tool::Tool {tool: item::tool::ToolType::Monomate}, 6)); } #[async_std::test] async fn test_can_not_pick_up_meseta_when_full() { let mut entity_gateway = InMemoryGateway::new(); let (_user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let (_user2, mut char2) = new_user_character(&mut entity_gateway, "a2", "a").await; char1.meseta = 999999; entity_gateway.save_character(&char1).await; char2.meseta = 300; entity_gateway.save_character(&char2).await; let mut ship = ShipServerState::new(entity_gateway.clone()); log_in_char(&mut ship, ClientId(1), "a1", "a").await; log_in_char(&mut ship, ClientId(2), "a2", "a").await; join_lobby(&mut ship, ClientId(1)).await; join_lobby(&mut ship, ClientId(2)).await; create_room(&mut ship, ClientId(1), "room", "").await; join_room(&mut ship, ClientId(2), 0).await; ship.handle(ClientId(2), &RecvShipPacket::Message(Message::new(GameMessage::DropCoordinates(DropCoordinates { client: 0, target: 0, item_id: 0xFFFFFFFF, map_area: 0, x: 0.0, z: 0.0, })))).await.unwrap().for_each(drop); ship.handle(ClientId(2), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSplitItemStack(PlayerSplitItemStack { client: 0, target: 0, item_id: 0xFFFFFFFF, amount: 23, })))).await.unwrap().for_each(drop); ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::PickupItem(PickupItem { client: 0, target: 0, item_id: 0xF0000001, area: 0, unknown: [0; 3] })))).await.unwrap().for_each(drop); let c1 = ship.clients.get(&ClientId(1)).unwrap(); let c2 = ship.clients.get(&ClientId(2)).unwrap(); assert!(c1.character.meseta == 999999); assert!(c2.character.meseta == 277); let floor_meseta = ship.item_manager.get_floor_item_by_id(&char1, ClientItemId(0xF0000001)).unwrap(); assert!(floor_meseta.item == FloorItemType::Meseta(item::Meseta(23))); } #[async_std::test] async fn test_meseta_caps_at_999999_when_trying_to_pick_up_more() { let mut entity_gateway = InMemoryGateway::new(); let (_user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let (_user2, mut char2) = new_user_character(&mut entity_gateway, "a2", "a").await; char1.meseta = 999998; entity_gateway.save_character(&char1).await; char2.meseta = 300; entity_gateway.save_character(&char2).await; let mut ship = ShipServerState::new(entity_gateway.clone()); log_in_char(&mut ship, ClientId(1), "a1", "a").await; log_in_char(&mut ship, ClientId(2), "a2", "a").await; join_lobby(&mut ship, ClientId(1)).await; join_lobby(&mut ship, ClientId(2)).await; create_room(&mut ship, ClientId(1), "room", "").await; join_room(&mut ship, ClientId(2), 0).await; ship.handle(ClientId(2), &RecvShipPacket::Message(Message::new(GameMessage::DropCoordinates(DropCoordinates { client: 0, target: 0, item_id: 0xFFFFFFFF, map_area: 0, x: 0.0, z: 0.0, })))).await.unwrap().for_each(drop); ship.handle(ClientId(2), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSplitItemStack(PlayerSplitItemStack { client: 0, target: 0, item_id: 0xFFFFFFFF, amount: 23, })))).await.unwrap().for_each(drop); ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::PickupItem(PickupItem { client: 0, target: 0, item_id: 0xF0000001, area: 0, unknown: [0; 3] })))).await.unwrap().for_each(drop); let c1 = ship.clients.get(&ClientId(1)).unwrap(); let c2 = ship.clients.get(&ClientId(2)).unwrap(); assert!(c1.character.meseta == 999999); assert!(c2.character.meseta == 277); let floor_meseta = ship.item_manager.get_floor_item_by_id(&char1, ClientItemId(0xF0000001)); assert!(floor_meseta.is_err()); } #[async_std::test] async fn test_player_drops_partial_stack_and_other_player_picks_it_up() { let mut entity_gateway = InMemoryGateway::new(); let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let (_user2, char2) = new_user_character(&mut entity_gateway, "a2", "a").await; for _ in 0..5 { entity_gateway.create_item( item::NewItemEntity { item: item::ItemDetail::Tool( item::tool::Tool { tool: item::tool::ToolType::Monomate, } ), location: item::ItemLocation::Inventory { character_id: char1.id, slot: 0, equipped: false, } }).await; } let mut ship = ShipServerState::new(entity_gateway.clone()); log_in_char(&mut ship, ClientId(1), "a1", "a").await; log_in_char(&mut ship, ClientId(2), "a2", "a").await; join_lobby(&mut ship, ClientId(1)).await; join_lobby(&mut ship, ClientId(2)).await; create_room(&mut ship, ClientId(1), "room", "").await; join_room(&mut ship, ClientId(2), 0).await; ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::DropCoordinates(DropCoordinates { client: 0, target: 0, item_id: 0x10000, map_area: 0, x: 0.0, z: 0.0, })))).await.unwrap().for_each(drop); ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSplitItemStack(PlayerSplitItemStack { client: 0, target: 0, item_id: 0x10000, amount: 2, })))).await.unwrap().for_each(drop); ship.handle(ClientId(2), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::PickupItem(PickupItem { client: 0, target: 0, item_id: 0xF0000001, area: 0, unknown: [0; 3] })))).await.unwrap().for_each(drop); let p1_inventory = ship.item_manager.get_character_inventory(&char1).unwrap(); assert!(p1_inventory.count() == 1); let inventory_item = p1_inventory.slot(0).unwrap(); assert!(inventory_item.item == HeldItemType::Stacked(item::tool::Tool {tool: item::tool::ToolType::Monomate}, 3)); let p2_inventory = ship.item_manager.get_character_inventory(&char2).unwrap(); assert!(p2_inventory.count() == 1); let inventory_item = p2_inventory.slot(0).unwrap(); assert!(inventory_item.item == HeldItemType::Stacked(item::tool::Tool {tool: item::tool::ToolType::Monomate}, 2)); }