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137 lines
4.7 KiB
137 lines
4.7 KiB
/* TODO:
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1. test to check if sjs/lame/limiter drop with Some() kill counter enabled
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2. test to make sure other items drop with None kill counter
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3. test kill counters get incremented per kill
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4. test unsealing item:
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- client item id does not change
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- unsealed item no longer has kill counter
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5. test reject unsealing item if not enough kills (can this even happen?)
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*/
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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, SendShipPacket};
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use elseware::entity::character::{SectionID};
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use elseware::ship::room::{Difficulty};
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use elseware::ship::monster::{MonsterType};
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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_item_drops_with_kill_counter() {
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let mut entity_gateway = InMemoryGateway::default();
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let (_user1, mut char1) = new_user_character_with_sid(&mut entity_gateway, "a1", "a", SectionID::Skyly).await;
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char1.exp = 80000000;
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entity_gateway.save_character(&char1).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_ep2_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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let room = ship.blocks.0[0].rooms[0].as_mut().unwrap();
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room.toggle_redbox_mode(); // enable redbox mode for sjs
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let gigue_id = room.maps.get_enemy_id_by_monster_type(MonsterType::GiGue).unwrap();
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let packets = ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::RequestItem(RequestItem {
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client: 0,
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target: 0,
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map_area: 9, // seaside
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pt_index: 55, // gigue ? (taken from ingame logs)
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enemy_id: gigue_id,
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x: 0.0,
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y: 0.0,
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z: 0.0,
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})))).await.unwrap().collect::<Vec<_>>(); // this should return 1 packet (ItemDrop)?
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assert!(packets.len() == 1);
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match &packets[0].1 {
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SendShipPacket::Message(Message {msg: GameMessage::ItemDrop(item_drop)}) => {
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assert_eq!(item_drop.item_bytes[10], 0x80)
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}
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_ => panic!("SJS didn't drop with the expected value! attr[2] should be 0x80 (128) for 0 kills")
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}
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}
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#[async_std::test]
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async fn test_all_equipped_kill_counters_increase_per_kill() {
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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", 1).await;
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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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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::SealedJSword,
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grind: 0,
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special: None,
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attrs: [None,
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None,
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None,],
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tekked: true,
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kills: Some(0),
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}
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),
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}).await.unwrap());
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p1_inv.push(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::Limiter,
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modifier: None,
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kills: Some(0),
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}
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),
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}).await.unwrap());
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let equipped = item::EquippedEntity {
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weapon: Some(p1_inv[0].id),
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armor: None,
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shield: None,
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unit: [Some(p1_inv[1].id), None, None, None],
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mag: None,
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};
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entity_gateway.set_character_equips(&char1.id, &equipped).await.unwrap();
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entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
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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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assert!(true);
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}
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// #[async_std::test]
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// async fn test_non_equipped_kill_counter_does_not_increase() {
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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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// }
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// #[async_std::test]
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// async fn test_kill_counter_increase_only_for_final_hit() { // don't share kills among players
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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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// }
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