216 lines
8.9 KiB
C#
216 lines
8.9 KiB
C#
// <copyright file="PKClearChatCommandPlugInTest.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 MUnique.OpenMU.GameLogic.PlugIns.ChatCommands;
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using MUnique.OpenMU.GameLogic.Views.Character;
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using MUnique.OpenMU.DataModel.Entities;
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using MUnique.OpenMU.GameLogic;
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/// <summary>
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/// Tests for the <see cref="PkClearChatCommandPlugIn"/>.
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/// </summary>
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[TestFixture]
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public class PKClearChatCommandPlugInTest
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{
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/// <summary>
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/// Verifies that a regular player is not allowed to run the command if AllowRegularPlayers configuration is false.
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/// </summary>
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[Test]
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public async ValueTask RegularPlayerNotAllowedAsync()
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{
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var player = await PlayerTestHelper.CreatePlayerAsync().ConfigureAwait(false);
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player.SelectedCharacter!.CharacterStatus = CharacterStatus.Normal;
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player.SelectedCharacter.PlayerKillCount = 3;
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player.SelectedCharacter.State = HeroState.PlayerKiller2ndStage;
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var plugin = new PkClearChatCommandPlugIn
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{
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Configuration = new PkClearChatCommandPlugIn.PKClearConfiguration
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{
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AllowRegularPlayers = false,
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ZenCostPerKill = 10_000_000,
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}
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};
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await plugin.HandleCommandAsync(player, "/pkclear").ConfigureAwait(false);
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// Verify status not cleared
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Assert.That(player.SelectedCharacter.PlayerKillCount, Is.EqualTo(3));
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Assert.That(player.SelectedCharacter.State, Is.EqualTo(HeroState.PlayerKiller2ndStage));
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}
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/// <summary>
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/// Verifies that a regular player successfully clears their PK status and gets charged Zen if AllowRegularPlayers is true.
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/// </summary>
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[Test]
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public async ValueTask RegularPlayerSuccessAsync()
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{
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var player = await PlayerTestHelper.CreatePlayerAsync().ConfigureAwait(false);
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player.SelectedCharacter!.CharacterStatus = CharacterStatus.Normal;
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player.SelectedCharacter.PlayerKillCount = 3;
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player.SelectedCharacter.State = HeroState.PlayerKiller2ndStage;
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player.Money = 50_000_000;
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var plugin = new PkClearChatCommandPlugIn
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{
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Configuration = new PkClearChatCommandPlugIn.PKClearConfiguration
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{
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AllowRegularPlayers = true,
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ZenCostPerKill = 10_000_000,
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}
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};
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await plugin.HandleCommandAsync(player, "/pkclear").ConfigureAwait(false);
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// Verify status cleared and money deducted
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Assert.That(player.SelectedCharacter.PlayerKillCount, Is.EqualTo(0));
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Assert.That(player.SelectedCharacter.State, Is.EqualTo(HeroState.Normal));
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Assert.That(player.Money, Is.EqualTo(20_000_000));
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}
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/// <summary>
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/// Verifies that a regular player with insufficient Zen fails to clear their PK status.
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/// </summary>
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[Test]
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public async ValueTask RegularPlayerNotEnoughMoneyAsync()
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{
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var player = await PlayerTestHelper.CreatePlayerAsync().ConfigureAwait(false);
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player.SelectedCharacter!.CharacterStatus = CharacterStatus.Normal;
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player.SelectedCharacter.PlayerKillCount = 3;
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player.SelectedCharacter.State = HeroState.PlayerKiller2ndStage;
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player.Money = 5_000_000;
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var plugin = new PkClearChatCommandPlugIn
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{
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Configuration = new PkClearChatCommandPlugIn.PKClearConfiguration
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{
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AllowRegularPlayers = true,
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ZenCostPerKill = 10_000_000,
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}
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};
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await plugin.HandleCommandAsync(player, "/pkclear").ConfigureAwait(false);
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// Verify status not cleared and money not deducted
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Assert.That(player.SelectedCharacter.PlayerKillCount, Is.EqualTo(3));
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Assert.That(player.SelectedCharacter.State, Is.EqualTo(HeroState.PlayerKiller2ndStage));
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Assert.That(player.Money, Is.EqualTo(5_000_000));
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}
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/// <summary>
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/// Verifies that a Game Master can clear a target player's PK status for free.
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/// </summary>
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[Test]
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public async ValueTask GameMasterClearsTargetForFreeAsync()
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{
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// Set up the GM
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var gm = await PlayerTestHelper.CreatePlayerAsync().ConfigureAwait(false);
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gm.SelectedCharacter!.CharacterStatus = CharacterStatus.GameMaster;
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gm.SelectedCharacter.Name = "GM_Character";
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// Set up the target player
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var targetPlayer = await PlayerTestHelper.CreatePlayerAsync(gm.GameContext).ConfigureAwait(false);
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targetPlayer.SelectedCharacter!.CharacterStatus = CharacterStatus.Normal;
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targetPlayer.SelectedCharacter.Name = "Target_Character";
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targetPlayer.SelectedCharacter.PlayerKillCount = 5;
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targetPlayer.SelectedCharacter.State = HeroState.PlayerKiller2ndStage;
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targetPlayer.Money = 0;
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// Register target player in GameContext
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var gameContext = gm.GameContext as GameContext;
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Assert.That(gameContext, Is.Not.Null);
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gameContext!.PlayersByCharacterName.TryAdd(targetPlayer.SelectedCharacter.Name, targetPlayer);
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var plugin = new PkClearChatCommandPlugIn
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{
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Configuration = new PkClearChatCommandPlugIn.PKClearConfiguration
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{
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AllowRegularPlayers = true,
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ZenCostPerKill = 10_000_000,
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}
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};
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await plugin.HandleCommandAsync(gm, "/pkclear Target_Character").ConfigureAwait(false);
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// Verify target status cleared and no money deducted
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Assert.That(targetPlayer.SelectedCharacter.PlayerKillCount, Is.EqualTo(0));
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Assert.That(targetPlayer.SelectedCharacter.State, Is.EqualTo(HeroState.Normal));
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Assert.That(targetPlayer.Money, Is.EqualTo(0));
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}
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/// <summary>
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/// Verifies that a regular player cannot specify another character to clear their status.
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/// </summary>
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[Test]
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public async ValueTask RegularPlayerCannotClearTargetAsync()
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{
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// Set up the calling player
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var player = await PlayerTestHelper.CreatePlayerAsync().ConfigureAwait(false);
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player.SelectedCharacter!.CharacterStatus = CharacterStatus.Normal;
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player.SelectedCharacter.Name = "Player_Character";
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player.SelectedCharacter.PlayerKillCount = 0;
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player.SelectedCharacter.State = HeroState.Normal;
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player.Money = 50_000_000;
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// Set up the target player
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var targetPlayer = await PlayerTestHelper.CreatePlayerAsync(player.GameContext).ConfigureAwait(false);
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targetPlayer.SelectedCharacter!.CharacterStatus = CharacterStatus.Normal;
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targetPlayer.SelectedCharacter.Name = "Target_Character";
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targetPlayer.SelectedCharacter.PlayerKillCount = 3;
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targetPlayer.SelectedCharacter.State = HeroState.PlayerKiller2ndStage;
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// Register target player in GameContext
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var gameContext = player.GameContext as GameContext;
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Assert.That(gameContext, Is.Not.Null);
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gameContext!.PlayersByCharacterName.TryAdd(targetPlayer.SelectedCharacter.Name, targetPlayer);
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var plugin = new PkClearChatCommandPlugIn
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{
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Configuration = new PkClearChatCommandPlugIn.PKClearConfiguration
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{
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AllowRegularPlayers = true,
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ZenCostPerKill = 10_000_000,
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}
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};
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await plugin.HandleCommandAsync(player, "/pkclear Target_Character").ConfigureAwait(false);
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// Target should NOT be cleared since player is regular and target is different character
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Assert.That(targetPlayer.SelectedCharacter.PlayerKillCount, Is.EqualTo(3));
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Assert.That(targetPlayer.SelectedCharacter.State, Is.EqualTo(HeroState.PlayerKiller2ndStage));
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Assert.That(player.Money, Is.EqualTo(50_000_000));
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}
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/// <summary>
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/// Verifies that integer overflow in cost calculation is prevented and capped at int.MaxValue.
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/// </summary>
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[Test]
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public async ValueTask RegularPlayerZenOverflowPreventionAsync()
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{
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var player = await PlayerTestHelper.CreatePlayerAsync().ConfigureAwait(false);
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player.SelectedCharacter!.CharacterStatus = CharacterStatus.Normal;
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player.SelectedCharacter.PlayerKillCount = 215;
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player.SelectedCharacter.State = HeroState.PlayerKiller2ndStage;
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player.Money = int.MaxValue - 1;
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var plugin = new PkClearChatCommandPlugIn
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{
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Configuration = new PkClearChatCommandPlugIn.PKClearConfiguration
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{
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AllowRegularPlayers = true,
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ZenCostPerKill = 10_000_000,
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}
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};
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await plugin.HandleCommandAsync(player, "/pkclear").ConfigureAwait(false);
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// Verify status is NOT cleared and money is NOT deducted.
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Assert.That(player.SelectedCharacter.PlayerKillCount, Is.EqualTo(215));
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Assert.That(player.SelectedCharacter.State, Is.EqualTo(HeroState.PlayerKiller2ndStage));
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Assert.That(player.Money, Is.EqualTo(int.MaxValue - 1));
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}
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}
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