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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::new();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
for (slot, tool) in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter().enumerate() {
for _ in 0..2 {
entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: tool
}
),
location: item::ItemLocation::Inventory {
character_id: char1.id,
slot: slot,
equipped: false,
}
}).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::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x10000,
})))).await.unwrap().for_each(drop);
let items = entity_gateway.get_items_by_character(&char1).await;
assert!(items.iter().filter(|item| {
if let item::ItemDetail::Tool(t) = item.item {
t.tool == item::tool::ToolType::Monomate
}
else {
false
}
}).count() == 1);
assert!(items.iter().filter(|item| {
if let item::ItemDetail::Tool(t) = item.item {
t.tool == item::tool::ToolType::Monofluid
}
else {
false
}
}).count() == 2);
}
#[async_std::test]
async fn test_use_monomate_twice() {
let mut entity_gateway = InMemoryGateway::new();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
for (slot, tool) in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter().enumerate() {
for _ in 0..3 {
entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: tool
}
),
location: item::ItemLocation::Inventory {
character_id: char1.id,
slot: slot,
equipped: false,
}
}).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::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 items = entity_gateway.get_items_by_character(&char1).await;
assert!(items.iter().filter(|item| {
if let item::ItemDetail::Tool(t) = item.item {
t.tool == item::tool::ToolType::Monomate
}
else {
false
}
}).count() == 1);
assert!(items.iter().filter(|item| {
if let item::ItemDetail::Tool(t) = item.item {
t.tool == item::tool::ToolType::Monofluid
}
else {
false
}
}).count() == 3);
}
#[async_std::test]
async fn test_use_last_monomate() {
let mut entity_gateway = InMemoryGateway::new();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
for (slot, tool) in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter().enumerate() {
for _ in 0..1 {
entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: tool
}
),
location: item::ItemLocation::Inventory {
character_id: char1.id,
slot: slot,
equipped: false,
}
}).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::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x10000,
})))).await.unwrap().for_each(drop);
let items = entity_gateway.get_items_by_character(&char1).await;
assert!(items.iter().filter(|item| {
if let item::ItemDetail::Tool(t) = item.item {
t.tool == item::tool::ToolType::Monomate
}
else {
false
}
}).count() == 0);
assert!(items.iter().filter(|item| {
if let item::ItemDetail::Tool(t) = item.item {
t.tool == item::tool::ToolType::Monofluid
}
else {
false
}
}).count() == 1);
}
#[async_std::test]
async fn test_use_nonstackable_tool() {
let mut entity_gateway = InMemoryGateway::new();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: item::tool::ToolType::MagicStoneIritista,
}
),
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;
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 items = entity_gateway.get_items_by_character(&char1).await;
assert!(items.len() == 0);
}
#[async_std::test]
async fn test_use_materials() {
let mut entity_gateway = InMemoryGateway::new();
let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
for (slot, tool) in vec![item::tool::ToolType::PowerMaterial, item::tool::ToolType::LuckMaterial].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: char1.id,
slot: slot,
equipped: false,
}
}).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::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 items = entity_gateway.get_items_by_character(&char1).await;
assert!(items.iter().filter(|item| {
if let item::ItemDetail::Tool(t) = item.item {
t.tool == item::tool::ToolType::PowerMaterial
}
else {
false
}
}).count() == 4);
assert!(items.iter().filter(|item| {
if let item::ItemDetail::Tool(t) = item.item {
t.tool == item::tool::ToolType::LuckMaterial
}
else {
false
}
}).count() == 3);
let characters = entity_gateway.get_characters_by_user(&user1).await;
let char = characters[0].as_ref().unwrap();
assert!(char.materials.power == 1);
assert!(char.materials.luck == 2);
}