コード例 #1
0
        public void TestRolling()
        {
            Setup.EnsureBasicSetup();
            ItemMgr.InitMisc();

            // create group
            var group = GroupTest.CreateGroup(3);

            group.LootMethod = LootMethod.NeedBeforeGreed;

            var leaderMember = group.Leader;
            var leader       = (TestCharacter)leaderMember.Character;

            // create corpse
            var npc = Setup.NPCPool.CreateDummy();

            npc.EnsureInWorld();
            npc.FirstAttacker = leader;
            npc.Health        = 0;

            // create loot
            var loot = npc.Loot = new NPCLoot(npc, 0, new[] {
                new ItemStackTemplate(new ItemTemplate
                {
                    ItemId      = ItemId.Shortsword,
                    Id          = (uint)ItemId.Shortsword,
                    DefaultName = "Test Item1",
                    MaxAmount   = 3,
                    Quality     = ItemQuality.Artifact
                })
            });
            var lootItem = loot.Items[0];

            foreach (var member in group)
            {
                // let them all be next to the corpse
                ((TestCharacter)member.Character).EnsureXDistance(npc, 0.5f, true);
            }

            leader.Map.AddMessageAndWait(() => {
                var looters = LootMgr.FindLooters(npc, leader);
                Assert.AreEqual(group.CharacterCount, looters.Count);

                // initialize the Loot
                loot.Initialize(leader, looters, npc.MapId);
            });

            Assert.IsNotNull(lootItem.RollProgress);

            // everyone should now get the n/g box
            var i = 0;

            foreach (var member in group)
            {
                var chr = ((TestCharacter)member.Character);

                var rollStart = chr.FakeClient.DequeueSMSG(RealmServerOpCode.SMSG_LOOT_START_ROLL);
                Assert.IsNotNull(rollStart);

                Assert.AreEqual(npc.EntityId, rollStart["Looted"].Value);
                Assert.AreEqual(lootItem.Index, rollStart["ItemIndex"].Value);
                Assert.AreEqual(lootItem.Template.ItemId, rollStart["ItemTemplate"].Value);
                i++;
            }

            // let everyone roll
            var packet = new RealmPacketOut(RealmServerOpCode.CMSG_LOOT_ROLL);

            packet.Write(npc.EntityId);
            packet.Write(lootItem.Index);
            packet.Write((byte)LootRollType.Need);                      // need always before greed
            leader.FakeClient.ReceiveCMSG(packet, true);

            Assert.AreEqual(lootItem.RollProgress.HighestParticipant, leader);

            packet = new RealmPacketOut(RealmServerOpCode.CMSG_LOOT_ROLL);
            packet.Write(npc.EntityId);
            packet.Write(lootItem.Index);
            packet.Write((byte)LootRollType.Greed);
            ((TestCharacter)leaderMember.Next.Character).FakeClient.ReceiveCMSG(packet, true);

            Assert.AreEqual(lootItem.RollProgress.HighestParticipant, leader);
            Assert.AreEqual(1, lootItem.RollProgress.RemainingParticipants.Count);                              // one left

            packet = new RealmPacketOut(RealmServerOpCode.CMSG_LOOT_ROLL);
            packet.Write(npc.EntityId);
            packet.Write(lootItem.Index);
            packet.Write((byte)LootRollType.Greed);
            ((TestCharacter)leaderMember.Next.Next.Character).FakeClient.ReceiveCMSG(packet, true);

            // everyone rolled, item should have been given to the winner
            Assert.IsNull(lootItem.RollProgress);
            Assert.IsTrue(lootItem.Taken);
            Assert.IsTrue(leader.Inventory.Contains(lootItem.Template.Id, (int)lootItem.Amount, true));

            // since that was the only item: Loot should be unset and the corpse should now decay
            Assert.IsNull(npc.Loot);
            Assert.IsTrue(npc.IsDecaying);

            // TODO: Take money
            // TODO: Be not able to take items that are being rolled for
        }