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	continuous-integration/drone/push Build is failing
				
			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.
		
			
				
	
	
		
			217 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			217 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
use elseware::common::serverstate::{ClientId, ServerState};
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use elseware::entity::gateway::{EntityGateway, InMemoryGateway};
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use elseware::entity::item;
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use elseware::ship::ship::{ShipServerState, RecvShipPacket, SendShipPacket};
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use elseware::entity::character::{CharacterClass, SectionID};
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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_mag_feed() {
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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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    let mag = entity_gateway.create_item(
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        item::NewItemEntity {
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            item: item::ItemDetail::Mag(
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                item::mag::Mag::baby_mag(0)
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            ),
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        }).await.unwrap();
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    let mut monomates = Vec::new();
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    for _ in 0..7usize {
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        monomates.push(entity_gateway.create_item(
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            item::NewItemEntity {
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                item: item::ItemDetail::Tool(
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                    item::tool::Tool {
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                        tool: item::tool::ToolType::Monomate,
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                    }
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                ),
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            }).await.unwrap());
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    }
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    let equipped = item::EquippedEntity {
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        weapon: None,
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        armor: None,
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        shield: None,
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        unit: [None; 4],
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        mag: Some(mag.id),
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    };
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    entity_gateway.set_character_equips(&char1.id, &equipped).await.unwrap();
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    let mut inventory = Vec::new();
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    inventory.push(mag.into());
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    inventory.push(item::InventoryItemEntity::Stacked(monomates));
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    entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(inventory)).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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    for _ in 0..7usize {
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        ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerFeedMag(PlayerFeedMag {
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            client: 0,
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            target: 0,
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            mag_id: 0x10000,
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            item_id: 0x10001,
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        })))).await.unwrap().for_each(drop);
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    }
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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(), 1);
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    inventory_items.items[0].with_individual(|item| {
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        match &item.item {
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            item::ItemDetail::Mag(mag) => {
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                println!("mag! {:?}", mag);
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                assert!(mag.level() == 7);
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                assert!(mag.def() == 5);
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                assert!(mag.pow() == 2);
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                assert!(mag.dex() == 0);
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                assert!(mag.mind() == 0);
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            }
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            _ => panic!()
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        }
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    }).unwrap();
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}
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#[async_std::test]
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async fn test_mag_change_owner() {
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    let mut entity_gateway = InMemoryGateway::default();
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    let (_user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
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    let (_user2, mut char2) = new_user_character(&mut entity_gateway, "a2", "a").await;
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    char1.char_class = CharacterClass::RAmarl;
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    char1.section_id = SectionID::Redria;
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    entity_gateway.save_character(&char1).await.unwrap();
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    char2.char_class = CharacterClass::FOmarl;
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    char2.section_id = SectionID::Whitill;
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    entity_gateway.save_character(&char2).await.unwrap();
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    let mag = entity_gateway.create_item(
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        item::NewItemEntity {
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            item: item::ItemDetail::Mag(
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                item::mag::Mag::baby_mag(0)
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            ),
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        }).await.unwrap();
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    entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(vec![mag])).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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    log_in_char(&mut ship, ClientId(2), "a2", "a").await;
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    join_lobby(&mut ship, ClientId(1)).await;
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    join_lobby(&mut ship, ClientId(2)).await;
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    create_room(&mut ship, ClientId(1), "room", "").await;
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    join_room(&mut ship, ClientId(2), 0).await;
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    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerDropItem(PlayerDropItem {
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        client: 0,
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        target: 0,
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        unknown1: 0,
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        map_area: 0,
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        item_id: 0x10000,
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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().for_each(drop);
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    ship.handle(ClientId(2), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::PickupItem(PickupItem {
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        client: 0,
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        target: 0,
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        item_id: 0x10000,
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        map_area: 0,
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        unknown: [0; 3]
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    })))).await.unwrap().for_each(drop);
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    let inventory_items = entity_gateway.get_character_inventory(&char2.id).await.unwrap();
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    assert_eq!(inventory_items.items.len(), 1);
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    inventory_items.items[0].with_individual(|item| {
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        match &item.item {
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            item::ItemDetail::Mag(mag) => {
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                assert!(mag.class == CharacterClass::FOmarl);
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                assert!(mag.id == SectionID::Whitill);
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            }
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            _ => panic!()
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        }
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    }).unwrap();
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}
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#[async_std::test]
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async fn test_mag_cell() {
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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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    let mag = entity_gateway.create_item(
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        item::NewItemEntity {
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            item: item::ItemDetail::Mag(
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                item::mag::Mag::baby_mag(0)
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            ),
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        }).await.unwrap();
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    for _ in 0..1000usize {
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        let fed_tool = entity_gateway.create_item(
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            item::NewItemEntity {
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                item: item::ItemDetail::Tool (
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                    item::tool::Tool {
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                        tool: item::tool::ToolType::Monomate,
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                    }
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                ),
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            }).await.unwrap();
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        entity_gateway.feed_mag(&mag.id, &fed_tool.id).await.unwrap();
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    }
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    let mag_cell = entity_gateway.create_item(
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        item::NewItemEntity {
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            item: item::ItemDetail::Tool(
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                item::tool::Tool {
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                    tool: item::tool::ToolType::CellOfMag502,
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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: None,
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        armor: None,
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        shield: None,
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        unit: [None; 4],
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        mag: Some(mag.id),
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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(vec![mag, mag_cell])).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::PlayerUseItem(PlayerUseItem {
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        client: 0,
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        target: 0,
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        item_id: 0x10001,
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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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    inventory_items.items[0].with_individual(|item| {
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        match &item.item {
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            item::ItemDetail::Mag(mag) => {
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                assert_eq!(mag.mag, item::mag::MagType::Soniti);
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            }
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            _ => panic!()
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        }
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    }).unwrap();
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}
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