Make the server-side bots hold up as a population (cherry picked from commit 88535b63a958fee9803d5fc3a4bdac5a3318d221)
221 lines
9.8 KiB
C#
221 lines
9.8 KiB
C#
// <copyright file="BotJewelHandlerTest.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;
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using MUnique.OpenMU.DataModel.Configuration.Items;
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using MUnique.OpenMU.DataModel.Entities;
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using MUnique.OpenMU.GameLogic;
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using MUnique.OpenMU.GameLogic.Bots;
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/// <summary>
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/// Tests the jewel usage policy of <see cref="BotJewelHandler"/> - which jewel a bot picks for which
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/// equipped item; the actual consumption goes through the regular consume handlers and is covered by
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/// <see cref="ItemConsumptionTest"/>.
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/// </summary>
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[TestFixture]
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public class BotJewelHandlerTest
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{
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private const byte FirstBackpackSlot = 12;
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/// <summary>
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/// A Bless in stock and an equipped piece below +6: the weakest piece is chosen for the Bless.
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/// </summary>
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[Test]
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public async ValueTask PrefersBlessOnWeakestUpgradeableItemAsync()
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{
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var player = await PlayerTestHelper.CreatePlayerAsync().ConfigureAwait(false);
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// The stronger piece is the one the bot must NOT pick, so it only has to be there.
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await AddEquippedItemAsync(player, InventoryConstants.LeftHandSlot, 4).ConfigureAwait(false);
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var weakPiece = await AddEquippedItemAsync(player, InventoryConstants.RightHandSlot, 2).ConfigureAwait(false);
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var bless = await AddJewelAsync(player, FirstBackpackSlot, ItemConstants.JewelOfBless).ConfigureAwait(false);
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await AddJewelAsync(player, FirstBackpackSlot + 1, ItemConstants.JewelOfSoul).ConfigureAwait(false);
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var plan = BotJewelHandler.PlanNextUse(player, 2, 1, 1);
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Assert.That(plan, Is.Not.Null);
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Assert.That(plan!.Value.Jewel, Is.SameAs(bless));
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Assert.That(plan.Value.Target, Is.SameAs(weakPiece));
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}
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/// <summary>
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/// All gear at +6 or above: a Soul is only risked with a spare in stock.
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/// </summary>
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/// <param name="soulCount">The number of souls in the backpack.</param>
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/// <param name="expectsUse">Whether a jewel use is expected.</param>
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[TestCase(1, false)]
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[TestCase(2, true)]
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public async ValueTask RisksSoulOnlyWithSpareStockAsync(int soulCount, bool expectsUse)
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{
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var player = await PlayerTestHelper.CreatePlayerAsync().ConfigureAwait(false);
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await AddEquippedItemAsync(player, InventoryConstants.LeftHandSlot, 6).ConfigureAwait(false);
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for (var i = 0; i < soulCount; i++)
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{
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await AddJewelAsync(player, (byte)(FirstBackpackSlot + i), ItemConstants.JewelOfSoul).ConfigureAwait(false);
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}
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var plan = BotJewelHandler.PlanNextUse(player, 2, 1, 1);
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Assert.That(plan.HasValue, Is.EqualTo(expectsUse));
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}
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/// <summary>
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/// The Soul prefers a lucky target (its success bonus) over a lower-level one without luck.
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/// </summary>
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[Test]
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public async ValueTask SoulPrefersLuckyItemAsync()
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{
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var player = await PlayerTestHelper.CreatePlayerAsync().ConfigureAwait(false);
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await AddEquippedItemAsync(player, InventoryConstants.LeftHandSlot, 6).ConfigureAwait(false);
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var luckyPiece = await AddEquippedItemAsync(player, InventoryConstants.RightHandSlot, 7, withLuck: true).ConfigureAwait(false);
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await AddJewelAsync(player, FirstBackpackSlot, ItemConstants.JewelOfSoul).ConfigureAwait(false);
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await AddJewelAsync(player, FirstBackpackSlot + 1, ItemConstants.JewelOfSoul).ConfigureAwait(false);
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var plan = BotJewelHandler.PlanNextUse(player, 2, 1, 1);
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Assert.That(plan, Is.Not.Null);
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Assert.That(plan!.Value.Target, Is.SameAs(luckyPiece));
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}
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/// <summary>
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/// Without luck the Soul risk stops at +6 (a failure from +7 on resets the item to +0), so only
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/// lucky items may be pushed further - up to the jewel ceiling of +9.
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/// </summary>
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/// <param name="itemLevel">The level of the equipped item.</param>
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/// <param name="withLuck">Whether the equipped item has luck.</param>
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/// <param name="expectsUse">Whether a jewel use is expected.</param>
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[TestCase(7, false, false)]
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[TestCase(7, true, true)]
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[TestCase(8, true, true)]
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[TestCase(9, true, false)]
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public async ValueTask RisksSoulAbovePlusSixOnlyWithLuckAsync(byte itemLevel, bool withLuck, bool expectsUse)
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{
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var player = await PlayerTestHelper.CreatePlayerAsync().ConfigureAwait(false);
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await AddEquippedItemAsync(player, InventoryConstants.LeftHandSlot, itemLevel, withLuck).ConfigureAwait(false);
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await AddJewelAsync(player, FirstBackpackSlot, ItemConstants.JewelOfSoul).ConfigureAwait(false);
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await AddJewelAsync(player, FirstBackpackSlot + 1, ItemConstants.JewelOfSoul).ConfigureAwait(false);
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var plan = BotJewelHandler.PlanNextUse(player, 2, 1, 1);
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Assert.That(plan.HasValue, Is.EqualTo(expectsUse));
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}
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/// <summary>
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/// Life is the last resort and is planned at most once per trip.
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/// </summary>
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/// <param name="lifeAlreadyUsed">Whether a life was already used within the trip.</param>
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/// <param name="expectsUse">Whether a jewel use is expected.</param>
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[TestCase(false, true)]
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[TestCase(true, false)]
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public async ValueTask UsesLifeAtMostOncePerTripAsync(bool lifeAlreadyUsed, bool expectsUse)
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{
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var player = await PlayerTestHelper.CreatePlayerAsync().ConfigureAwait(false);
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var target = await AddEquippedItemAsync(player, InventoryConstants.LeftHandSlot, 9).ConfigureAwait(false);
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var life = await AddJewelAsync(player, FirstBackpackSlot, ItemConstants.JewelOfLife).ConfigureAwait(false);
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await AddJewelAsync(player, FirstBackpackSlot + 1, ItemConstants.JewelOfLife).ConfigureAwait(false);
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var plan = BotJewelHandler.PlanNextUse(player, 2, 1, lifeAlreadyUsed ? 0 : 1);
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Assert.That(plan.HasValue, Is.EqualTo(expectsUse));
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if (expectsUse)
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{
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Assert.That(plan!.Value.Target, Is.SameAs(target));
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Assert.That(plan.Value.Jewel, Is.SameAs(life));
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}
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}
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/// <summary>
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/// Each jewel kind has its own budget: a spent Bless budget must not keep the Soul rule from
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/// being reached. With one shared budget the Bless rule - which has a target whenever any equipped
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/// piece is below +6 - consumed every use of every trip, and Souls and Lifes piled up unused.
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/// </summary>
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[Test]
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public async ValueTask SpentBlessBudgetDoesNotStarveSoulAsync()
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{
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var player = await PlayerTestHelper.CreatePlayerAsync().ConfigureAwait(false);
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// A Bless target (below +6) and a Soul target (+6) are available at the same time.
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await AddEquippedItemAsync(player, InventoryConstants.RightHandSlot, 2).ConfigureAwait(false);
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var soulTarget = await AddEquippedItemAsync(player, InventoryConstants.LeftHandSlot, 6).ConfigureAwait(false);
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await AddJewelAsync(player, FirstBackpackSlot, ItemConstants.JewelOfBless).ConfigureAwait(false);
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var soul = await AddJewelAsync(player, FirstBackpackSlot + 1, ItemConstants.JewelOfSoul).ConfigureAwait(false);
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await AddJewelAsync(player, FirstBackpackSlot + 2, ItemConstants.JewelOfSoul).ConfigureAwait(false);
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var plan = BotJewelHandler.PlanNextUse(player, 0, 1, 1);
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Assert.That(plan, Is.Not.Null);
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Assert.That(plan!.Value.Jewel, Is.SameAs(soul));
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Assert.That(plan.Value.Target, Is.SameAs(soulTarget));
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}
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/// <summary>
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/// Without any applicable jewel or target, nothing is planned.
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/// </summary>
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[Test]
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public async ValueTask PlansNothingWithoutJewelsAsync()
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{
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var player = await PlayerTestHelper.CreatePlayerAsync().ConfigureAwait(false);
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await AddEquippedItemAsync(player, InventoryConstants.LeftHandSlot, 2).ConfigureAwait(false);
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var plan = BotJewelHandler.PlanNextUse(player, 2, 1, 1);
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Assert.That(plan, Is.Null);
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}
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private static async ValueTask<Item> AddEquippedItemAsync(Player player, byte slot, byte level, bool withLuck = false)
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{
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var item = new Mock<Item>();
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item.SetupAllProperties();
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var itemOptions = new List<ItemOptionLink>();
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item.Setup(i => i.ItemOptions).Returns(itemOptions);
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item.Setup(i => i.ItemSetGroups).Returns(new List<ItemOfItemSet>());
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var definition = new Mock<ItemDefinition>();
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definition.SetupAllProperties();
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var itemSlot = new Mock<ItemSlotType>();
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itemSlot.Setup(s => s.ItemSlots).Returns(new List<int> { slot });
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definition.Setup(d => d.ItemSlot).Returns(itemSlot.Object);
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item.Object.Definition = definition.Object;
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item.Object.Definition.Width = 1;
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item.Object.Definition.Height = 1;
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item.Object.Definition.MaximumItemLevel = 15;
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item.Object.Definition.Durability = 1;
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item.Object.Durability = 1;
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item.Object.Level = level;
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if (withLuck)
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{
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var optionLink = new Mock<ItemOptionLink>();
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optionLink.SetupAllProperties();
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var option = new Mock<IncreasableItemOption>();
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option.SetupAllProperties();
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option.Object.OptionType = ItemOptionTypes.Luck;
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optionLink.Object.ItemOption = option.Object;
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itemOptions.Add(optionLink.Object);
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}
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await player.Inventory!.AddItemAsync(slot, item.Object).ConfigureAwait(false);
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return item.Object;
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}
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private static async ValueTask<Item> AddJewelAsync(Player player, int slot, ItemIdentifier identifier)
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{
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var jewel = new Item
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{
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Definition = new ItemDefinition
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{
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Number = identifier.Number ?? 0,
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Group = identifier.Group,
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Width = 1,
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Height = 1,
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},
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Durability = 1,
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};
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await player.Inventory!.AddItemAsync((byte)slot, jewel).ConfigureAwait(false);
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return jewel;
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}
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}
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