use elseware::common::serverstate::{ClientId, ServerState}; use elseware::entity::gateway::{EntityGateway, InMemoryGateway}; use elseware::entity::item; use elseware::ship::ship::{ShipServerState, RecvShipPacket, SendShipPacket}; use libpso::packet::ship::*; use libpso::packet::messages::*; #[path = "common.rs"] mod common; use common::*; // unwrap presents #[async_std::test] async fn test_unwrap_weapon() { let mut entity_gateway = InMemoryGateway::new(); let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await; let wrapped_item = entity_gateway.create_item( item::NewItemEntity { item: item::ItemDetail::Weapon(item::weapon::Weapon { weapon: item::weapon::WeaponType::Saber, special: Some(item::weapon::WeaponSpecial::Burning), grind: 5, attrs: [Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Machine, value: 20}), Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Hit, value: 30}), None], tekked: false, wrapping: Some(item::WrappingPaper::Red_Green), }), location: item::ItemLocation::Inventory{ character_id: char1.id, } }).await.unwrap(); println!("created item: {:?}", wrapped_item); let mut inventory = Vec::::new(); inventory.push(wrapped_item.into()); entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(inventory)).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::PlayerUseItem(PlayerUseItem { client: 0, target: 0, item_id: 0x10000, })))).await.unwrap().for_each(drop); let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap(); inventory_items.items[0].with_individual(|item| { match &item.item { item::ItemDetail::Weapon(weapon) => { assert!(weapon.as_bytes() == [0x00, 0x01, 0x00, 0x05, 0x9A, 0x00, 0x03, 0x14, 0x05, 0x1E, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00]); }, _ => panic!(), } }).unwrap(); } #[async_std::test] async fn test_unwrap_armor() {} #[async_std::test] async fn test_unwrap_shield() {} #[async_std::test] async fn test_unwrap_unit() {} // mag cells are covered in test_mags.rs #[async_std::test] async fn test_unwrap_mag() {} // TODO: implement wrapping packet (gallons shop quest) // wrap presents #[async_std::test] async fn test_wrap_weapon() {} #[async_std::test] async fn test_wrap_armor() {} #[async_std::test] async fn test_wrap_shield() {} #[async_std::test] async fn test_wrap_unit() {} // mag cells are covered in test_mags.rs #[async_std::test] async fn test_wrap_mag() {} // item combinations?