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265 lines
9.5 KiB
265 lines
9.5 KiB
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};
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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_equip_unit_from_equip_menu() {
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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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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::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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}
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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::KnightPower,
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modifier: None,
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}),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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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::KnightPower,
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modifier: Some(item::unit::UnitModifier::Plus),
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}),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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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: [None; 4],
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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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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_room(&mut ship, ClientId(1), "room", "").await;
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ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerEquipItem(PlayerEquipItem {
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client: 0,
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target: 0,
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item_id: 0x10001,
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sub_menu: 9,
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unknown1: 0,
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})))).await.unwrap().for_each(drop);
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// case when someone tries to send invalid submenu? submenu is 9-12 in normal gameplay
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ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerEquipItem(PlayerEquipItem {
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client: 0,
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target: 0,
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item_id: 0x10002,
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sub_menu: 14,
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unknown1: 0,
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})))).await.unwrap().for_each(drop);
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let equips = entity_gateway.get_character_equips(&char1.id).await.unwrap();
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assert_eq!(equips.unit[0].unwrap(), item::ItemEntityId(2));
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assert_eq!(equips.unit[1].unwrap(), item::ItemEntityId(3));
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assert!(equips.unit[2].is_none());
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assert!(equips.unit[3].is_none());
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}
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#[async_std::test]
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async fn test_unequip_armor_with_units() {
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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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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::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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}
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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::KnightPower,
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modifier: None,
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}),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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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::KnightPower,
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modifier: Some(item::unit::UnitModifier::Plus),
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}),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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}
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}).await.unwrap());
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let equipped = item::EquippedEntity {
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weapon: None,
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armor: Some(p1_inv[0].id),
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shield: None,
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unit: [Some(p1_inv[1].id), Some(p1_inv[2].id), 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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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_room(&mut ship, ClientId(1), "room", "").await;
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ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerUnequipItem(PlayerUnequipItem {
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client: 0,
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target: 0,
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item_id: 0x10000,
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unknown1: 0,
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})))).await.unwrap().for_each(drop);
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let equips = entity_gateway.get_character_equips(&char1.id).await.unwrap();
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assert!(equips.armor.is_none());
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assert!(equips.unit[0].is_none());
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assert!(equips.unit[1].is_none());
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assert!(equips.unit[2].is_none());
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assert!(equips.unit[3].is_none());
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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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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::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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}
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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::KnightPower,
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modifier: None,
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}),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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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::KnightPower,
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modifier: Some(item::unit::UnitModifier::Plus),
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}),
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location: item::ItemLocation::Inventory {
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character_id: char1.id,
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}
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}).await.unwrap());
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entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).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_room(&mut ship, ClientId(1), "room", "").await;
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let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
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assert_eq!(inventory_items.items.len(), 3);
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inventory_items.items[0].with_individual(|item| {
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assert_eq!(item.id, item::ItemEntityId(1));
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}).unwrap();
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inventory_items.items[1].with_individual(|item| {
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assert_eq!(item.id, item::ItemEntityId(2));
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}).unwrap();
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inventory_items.items[2].with_individual(|item| {
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assert_eq!(item.id, item::ItemEntityId(3));
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}).unwrap();
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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 inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
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assert_eq!(inventory_items.items.len(), 3);
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inventory_items.items[0].with_individual(|item| {
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assert_eq!(item.id, item::ItemEntityId(2));
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}).unwrap();
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inventory_items.items[1].with_individual(|item| {
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assert_eq!(item.id, item::ItemEntityId(3));
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}).unwrap();
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inventory_items.items[2].with_individual(|item| {
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assert_eq!(item.id, item::ItemEntityId(1));
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}).unwrap();
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}
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