baseline: OpenMU upstream b5a0961 (fresh source)
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69
tests/MUnique.OpenMU.Tests/DropItemGroupExtensions.cs
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69
tests/MUnique.OpenMU.Tests/DropItemGroupExtensions.cs
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// <copyright file="DropItemGroupExtensions.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.Tests;
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using Moq;
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using MUnique.OpenMU.DataModel.Configuration;
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using MUnique.OpenMU.DataModel.Configuration.Items;
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using MUnique.OpenMU.GameLogic;
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/// <summary>
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/// Some extensions methods for convenience at testing item drops.
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/// </summary>
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internal static class DropItemGroupExtensions
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{
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/// <summary>
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/// Adds the basic drop item groups to the player.
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/// </summary>
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/// <param name="player">The player.</param>
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/// <returns>The same player.</returns>
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public static Player WithBasicDropItemGroups(this Player player)
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{
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player.CurrentMap!.Definition.DropItemGroups.AddBasicDropItemGroups();
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return player;
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}
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/// <summary>
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/// Adds the basic drop item groups.
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/// </summary>
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/// <param name="itemGroups">The item groups.</param>
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public static void AddBasicDropItemGroups(this ICollection<DropItemGroup> itemGroups)
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{
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itemGroups.Add(1, SpecialItemType.RandomItem, true);
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itemGroups.Add(1000, SpecialItemType.Excellent, true);
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itemGroups.Add(3000, SpecialItemType.Money, true);
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}
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/// <summary>
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/// Adds a new drop item group with the specified data.
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/// </summary>
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/// <param name="list">The list.</param>
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/// <param name="chance">The chance.</param>
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/// <param name="itemType">Type of the item.</param>
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/// <param name="addItem">if set to <c>true</c>, it adds a test item to the possible item list.</param>
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/// <returns>The drop item group which has been added to the list.</returns>
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public static DropItemGroup Add(this ICollection<DropItemGroup> list, int chance, SpecialItemType itemType, bool addItem)
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{
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var dropItemGroup = new Mock<DropItemGroup>();
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dropItemGroup.SetupAllProperties();
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dropItemGroup.Object.Chance = chance / 10000.0;
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dropItemGroup.Object.ItemType = itemType;
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var itemList = new List<ItemDefinition>();
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dropItemGroup.Setup(g => g.PossibleItems).Returns(itemList);
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if (addItem)
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{
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var itemDefinition = new Mock<ItemDefinition>();
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itemDefinition.SetupAllProperties();
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itemDefinition.Object.DropsFromMonsters = true;
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itemDefinition.Setup(d => d.PossibleItemSetGroups).Returns(new List<ItemSetGroup>());
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itemDefinition.Setup(d => d.PossibleItemOptions).Returns(new List<ItemOptionDefinition>());
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itemList.Add(itemDefinition.Object);
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}
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list.Add(dropItemGroup.Object);
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return dropItemGroup.Object;
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}
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}
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