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use azalea_chat::FormattedText;
use azalea_client::test_utils::prelude::*;
use azalea_core::position::ChunkPos;
use azalea_entity::inventory::Inventory;
use azalea_protocol::packets::{
ConnectionProtocol,
game::{ClientboundContainerClose, ClientboundOpenScreen, ClientboundSetChunkCacheCenter},
};
use azalea_registry::builtin::MenuKind;
#[test]
fn test_close_open_container() {
let _lock = init();
let mut simulation = Simulation::new(ConnectionProtocol::Game);
simulation.receive_packet(default_login_packet());
simulation.tick();
// receive a chunk so the player is "loaded" now
simulation.receive_packet(ClientboundSetChunkCacheCenter { x: 1, z: 23 });
simulation.receive_packet(make_basic_empty_chunk(
ChunkPos::new(1, 23),
(384 + 64) / 16,
));
simulation.tick();
// ensure no container is open
simulation.with_component(|inventory: &Inventory| {
assert!(inventory.container_menu.is_none());
assert_eq!(inventory.id, 0);
});
// open a container
simulation.receive_packet(ClientboundOpenScreen {
container_id: 1,
menu_type: MenuKind::Generic9x3,
title: FormattedText::default(),
});
simulation.tick();
simulation.with_component(|inventory: &Inventory| {
assert!(inventory.container_menu.is_some());
assert_eq!(inventory.id, 1);
});
// close and open
simulation.receive_packet(ClientboundContainerClose { container_id: 1 });
simulation.receive_packet(ClientboundOpenScreen {
container_id: 2,
menu_type: MenuKind::Generic9x3,
title: FormattedText::default(),
});
simulation.tick();
simulation.with_component(|inventory: &Inventory| {
// ensure that the new container was opened
assert!(inventory.container_menu.is_some());
assert_eq!(inventory.id, 2);
});
// close with the wrong container id should still close
simulation.receive_packet(ClientboundContainerClose { container_id: 123 });
simulation.tick();
simulation.with_component(|inventory: &Inventory| {
assert!(inventory.container_menu.is_none());
assert_eq!(inventory.id, 0);
});
}
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