elseware/tests/test_item_actions.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

236 lines
8.5 KiB
Rust

use elseware::common::serverstate::{ClientId, ServerState};
use elseware::entity::gateway::{EntityGateway, InMemoryGateway};
use elseware::ship::ship::{ShipServerState, RecvShipPacket};
use elseware::entity::item;
use libpso::packet::ship::*;
use libpso::packet::messages::*;
#[path = "common.rs"]
mod common;
use common::*;
#[async_std::test]
async fn test_equip_unit_from_equip_menu() {
let mut entity_gateway = InMemoryGateway::default();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
let mut p1_inv = Vec::new();
p1_inv.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Armor(
item::armor::Armor{
armor: item::armor::ArmorType::Frame,
dfp: 0,
evp: 0,
slots: 4,
}),
}).await.unwrap());
p1_inv.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Unit(
item::unit::Unit{
unit: item::unit::UnitType::KnightPower,
modifier: None,
}),
}).await.unwrap());
p1_inv.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Unit(
item::unit::Unit{
unit: item::unit::UnitType::KnightPower,
modifier: Some(item::unit::UnitModifier::Plus),
}),
}).await.unwrap());
let equipped = item::EquippedEntity {
weapon: Some(p1_inv[0].id),
armor: None,
shield: None,
unit: [None; 4],
mag: None,
};
entity_gateway.set_character_equips(&char1.id, &equipped).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::PlayerEquipItem(PlayerEquipItem {
client: 0,
target: 0,
item_id: 0x10001,
sub_menu: 9,
unknown1: 0,
})))).await.unwrap().for_each(drop);
// case when someone tries to send invalid submenu? submenu is 9-12 in normal gameplay
ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerEquipItem(PlayerEquipItem {
client: 0,
target: 0,
item_id: 0x10002,
sub_menu: 14,
unknown1: 0,
})))).await.unwrap().for_each(drop);
let equips = entity_gateway.get_character_equips(&char1.id).await.unwrap();
assert_eq!(equips.unit[0].unwrap(), item::ItemEntityId(2));
assert_eq!(equips.unit[1].unwrap(), item::ItemEntityId(3));
assert!(equips.unit[2].is_none());
assert!(equips.unit[3].is_none());
}
#[async_std::test]
async fn test_unequip_armor_with_units() {
let mut entity_gateway = InMemoryGateway::default();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
let mut p1_inv = Vec::new();
p1_inv.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Armor(
item::armor::Armor{
armor: item::armor::ArmorType::Frame,
dfp: 0,
evp: 0,
slots: 4,
}),
}).await.unwrap());
p1_inv.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Unit(
item::unit::Unit{
unit: item::unit::UnitType::KnightPower,
modifier: None,
}),
}).await.unwrap());
p1_inv.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Unit(
item::unit::Unit{
unit: item::unit::UnitType::KnightPower,
modifier: Some(item::unit::UnitModifier::Plus),
}),
}).await.unwrap());
let equipped = item::EquippedEntity {
weapon: None,
armor: Some(p1_inv[0].id),
shield: None,
unit: [Some(p1_inv[1].id), Some(p1_inv[2].id), None, None],
mag: None,
};
entity_gateway.set_character_equips(&char1.id, &equipped).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::PlayerUnequipItem(PlayerUnequipItem {
client: 0,
target: 0,
item_id: 0x10000,
unknown1: 0,
})))).await.unwrap().for_each(drop);
let equips = entity_gateway.get_character_equips(&char1.id).await.unwrap();
assert!(equips.armor.is_none());
assert!(equips.unit[0].is_none());
assert!(equips.unit[1].is_none());
assert!(equips.unit[2].is_none());
assert!(equips.unit[3].is_none());
}
#[async_std::test]
async fn test_sort_items() {
let mut entity_gateway = InMemoryGateway::default();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
let mut p1_inv = Vec::new();
p1_inv.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Armor(
item::armor::Armor{
armor: item::armor::ArmorType::Frame,
dfp: 0,
evp: 0,
slots: 4,
}),
}).await.unwrap());
p1_inv.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Unit(
item::unit::Unit{
unit: item::unit::UnitType::KnightPower,
modifier: None,
}),
}).await.unwrap());
p1_inv.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Unit(
item::unit::Unit{
unit: item::unit::UnitType::KnightPower,
modifier: Some(item::unit::UnitModifier::Plus),
}),
}).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;
let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
assert_eq!(inventory_items.items.len(), 3);
inventory_items.items[0].with_individual(|item| {
assert_eq!(item.id, item::ItemEntityId(1));
}).unwrap();
inventory_items.items[1].with_individual(|item| {
assert_eq!(item.id, item::ItemEntityId(2));
}).unwrap();
inventory_items.items[2].with_individual(|item| {
assert_eq!(item.id, item::ItemEntityId(3));
}).unwrap();
ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::SortItems(SortItems {
client: 255,
target: 255,
item_ids: [0x10001u32, 0x10002, 0x10000, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF,
0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF,
0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF],
})))).await.unwrap().for_each(drop);
let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
assert_eq!(inventory_items.items.len(), 3);
inventory_items.items[0].with_individual(|item| {
assert_eq!(item.id, item::ItemEntityId(2));
}).unwrap();
inventory_items.items[1].with_individual(|item| {
assert_eq!(item.id, item::ItemEntityId(3));
}).unwrap();
inventory_items.items[2].with_individual(|item| {
assert_eq!(item.id, item::ItemEntityId(1));
}).unwrap();
}