elseware/tests/test_item_use.rs
jake 82ef5ba2ea
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continuous-integration/drone/push Build is failing
RIP ItemLocation
fun while it lasted

ItemLocation ceased to be the canonical place to store an item's
location. replaced with ItemNote which basically covers the actual use
case but without the enforcing of a location.
2021-11-12 10:42:33 -07:00

271 lines
9.6 KiB
Rust

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_use_monomate() {
let mut entity_gateway = InMemoryGateway::default();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
let mut p1_items = Vec::new();
for tool in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter() {
let mut item = Vec::new();
for _ in 0..2usize {
item.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: tool
}
),
}).await.unwrap());
}
p1_items.push(item::InventoryItemEntity::Stacked(item));
}
entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_items)).await.unwrap();
let mut ship = Box::new(ShipServerState::builder()
.gateway(entity_gateway.clone())
.build());
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::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x10000,
})))).await.unwrap().for_each(drop);
let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
assert_eq!(inventory_items.items.len(), 2);
inventory_items.items[0].with_stacked(|items| {
assert_eq!(items.len(), 1)
}).unwrap();
inventory_items.items[1].with_stacked(|items| {
assert_eq!(items.len(), 2)
}).unwrap();
}
#[async_std::test]
async fn test_use_monomate_twice() {
let mut entity_gateway = InMemoryGateway::default();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
let mut p1_items = Vec::new();
for tool in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter() {
let mut item = Vec::new();
for _ in 0..3usize {
item.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: tool
}
),
}).await.unwrap());
}
p1_items.push(item::InventoryItemEntity::Stacked(item));
}
entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_items)).await.unwrap();
let mut ship = Box::new(ShipServerState::builder()
.gateway(entity_gateway.clone())
.build());
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::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x10000,
})))).await.unwrap().for_each(drop);
ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x10000,
})))).await.unwrap().for_each(drop);
let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
assert_eq!(inventory_items.items.len(), 2);
inventory_items.items[0].with_stacked(|items| {
assert_eq!(items.len(), 1)
}).unwrap();
inventory_items.items[1].with_stacked(|items| {
assert_eq!(items.len(), 3)
}).unwrap();
}
#[async_std::test]
async fn test_use_last_monomate() {
let mut entity_gateway = InMemoryGateway::default();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
let mut p1_inv = Vec::new();
for tool in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter() {
p1_inv.push(item::InventoryItemEntity::Stacked(vec![entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: tool
}
),
}).await.unwrap()]));
}
entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
let mut ship = Box::new(ShipServerState::builder()
.gateway(entity_gateway.clone())
.build());
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::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x10000,
})))).await.unwrap().for_each(drop);
let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
assert_eq!(inventory_items.items.len(), 1);
inventory_items.items[0].with_stacked(|items| {
assert_eq!(items.len(), 1);
assert_eq!(items[0].item.item_type(), item::ItemType::Tool(item::tool::ToolType::Monofluid));
}).unwrap();
}
#[async_std::test]
async fn test_use_nonstackable_tool() {
let mut entity_gateway = InMemoryGateway::default();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
let mut p1_items = Vec::new();
p1_items.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: item::tool::ToolType::MagicStoneIritista,
}
),
}).await.unwrap());
entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_items)).await.unwrap();
let mut ship = Box::new(ShipServerState::builder()
.gateway(entity_gateway.clone())
.build());
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::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x10000,
})))).await.unwrap().for_each(drop);
let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
assert_eq!(inventory_items.items.len(), 0);
}
#[async_std::test]
async fn test_use_materials() {
let mut entity_gateway = InMemoryGateway::default();
let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
let mut p1_inv = Vec::new();
for tool in vec![item::tool::ToolType::PowerMaterial, item::tool::ToolType::LuckMaterial].into_iter() {
let mut item = Vec::new();
for _ in 0..5usize {
item.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: tool
}
),
}).await.unwrap());
}
p1_inv.push(item::InventoryItemEntity::Stacked(item));
}
entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
let mut ship = Box::new(ShipServerState::builder()
.gateway(entity_gateway.clone())
.build());
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::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x10000,
})))).await.unwrap().for_each(drop);
ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x10001,
})))).await.unwrap().for_each(drop);
ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x10001,
})))).await.unwrap().for_each(drop);
let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
assert_eq!(inventory_items.items.len(), 2);
inventory_items.items[0].with_stacked(|items| {
assert_eq!(items.len(), 4)
}).unwrap();
inventory_items.items[1].with_stacked(|items| {
assert_eq!(items.len(), 3)
}).unwrap();
let characters = entity_gateway.get_characters_by_user(&user1).await.unwrap();
let char = characters[0].as_ref().unwrap();
assert!(char.materials.power == 1);
assert!(char.materials.luck == 2);
}
#[async_std::test]
pub async fn test_learn_new_tech() {}
#[async_std::test]
pub async fn test_new_fo_has_foie_1() {}
#[async_std::test]
pub async fn test_char_cannot_use_lower_level_tech() {}
#[async_std::test]
pub async fn test_char_cannot_learn_wrong_tech() {}
#[async_std::test]
pub async fn test_char_cannot_learn_high_level_tech() {}
#[async_std::test]
pub async fn test_android_cannot_learn_tech() {}