fix problem where item drops were not pickup-able
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@ -117,7 +117,7 @@ where
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z: request_item.z,
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z: request_item.z,
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item: item_drop,
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item: item_drop,
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};
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};
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let character_id = clients.with(id, |client| Box::pin(async move {
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let character_id = clients.with(area_client.client, |client| Box::pin(async move {
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client.character.id
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client.character.id
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})).await?;
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})).await?;
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@ -71,6 +71,140 @@ async fn test_enemy_drops_item() {
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},
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},
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_ => panic!(),
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_ => panic!(),
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}
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}
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}
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#[async_std::test]
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async fn test_enemy_drops_item_for_two_players() {
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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", 1).await;
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let (_user2, _char2) = new_user_character(&mut entity_gateway, "a2", "a", 1).await;
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let mut ship = Box::new(ShipServerState::builder()
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.gateway(entity_gateway.clone())
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.map_builder(Box::new(|_room_mode, _event| {
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Maps::new(
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vec![MapVariant::new(MapArea::Forest2, MapVariantMode::Online)],
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vec![Some(MapEnemy::new(MonsterType::Hildebear, MapArea::Forest2))],
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Vec::new(),
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)
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}))
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.drop_table_builder(Box::new(|episode, difficulty, section_id| {
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DropTable::builder()
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.monster_stat(MonsterType::Hildebear, MonsterDropStats {
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dar: 100,
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drop_type: MonsterDropType::Weapon,
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min_meseta: 0,
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max_meseta: 0,
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})
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.rare_table(RareDropTable::builder()
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.rate(MonsterType::Hildebear, RareDropRate {
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rate: 1.0,
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item: RareDropItem::Weapon(WeaponType::DarkFlow)
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})
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.build(episode, difficulty, section_id))
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.build(episode, difficulty, section_id)
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}))
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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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let pkt = ship.handle(ClientId(1), RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::RequestItem(RequestItem {
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client: 0,
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target: 0,
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map_area: 2,
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pt_index: 0,
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enemy_id: 0,
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x: 0.0,
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z: 0.0,
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y: 0.0,
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})))).await.unwrap();
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assert_eq!(pkt[0].0, ClientId(1));
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match &pkt[0].1 {
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SendShipPacket::Message(Message{msg: GameMessage::ItemDrop(item_drop)}) => {
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assert_eq!(item_drop.item_id, 0x810001);
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assert_eq!(item_drop.item_bytes[1], 0x9D);
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},
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_ => panic!(),
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}
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assert_eq!(pkt[1].0, ClientId(2));
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match &pkt[1].1 {
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SendShipPacket::Message(Message{msg: GameMessage::ItemDrop(item_drop)}) => {
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assert_eq!(item_drop.item_id, 0x810002);
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assert_eq!(item_drop.item_bytes[1], 0x9D);
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},
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_ => panic!(),
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}
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}
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#[async_std::test]
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async fn test_enemy_drops_item_for_two_players_and_pick_up() {
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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", 1).await;
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let (_user2, _char2) = new_user_character(&mut entity_gateway, "a2", "a", 1).await;
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let mut ship = Box::new(ShipServerState::builder()
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.gateway(entity_gateway.clone())
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.map_builder(Box::new(|_room_mode, _event| {
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Maps::new(
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vec![MapVariant::new(MapArea::Forest2, MapVariantMode::Online)],
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vec![Some(MapEnemy::new(MonsterType::Hildebear, MapArea::Forest2))],
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Vec::new(),
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)
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}))
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.drop_table_builder(Box::new(|episode, difficulty, section_id| {
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DropTable::builder()
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.monster_stat(MonsterType::Hildebear, MonsterDropStats {
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dar: 100,
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drop_type: MonsterDropType::Weapon,
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min_meseta: 0,
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max_meseta: 0,
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})
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.rare_table(RareDropTable::builder()
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.rate(MonsterType::Hildebear, RareDropRate {
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rate: 1.0,
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item: RareDropItem::Weapon(WeaponType::DarkFlow)
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})
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.build(episode, difficulty, section_id))
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.build(episode, difficulty, section_id)
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}))
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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::DirectMessage(DirectMessage::new(0, GameMessage::RequestItem(RequestItem {
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client: 0,
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target: 0,
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map_area: 2,
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pt_index: 0,
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enemy_id: 0,
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x: 0.0,
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z: 0.0,
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y: 0.0,
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})))).await.unwrap();
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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: 0x810002,
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map_area: 0,
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unknown: [0; 3]
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})))).await.unwrap();
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ship.handle(ClientId(1), 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: 0x810001,
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map_area: 0,
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unknown: [0; 3]
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})))).await.unwrap();
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}
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}
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