In progress item changes
@@ -6,23 +6,23 @@ using Zennysoft.Ma.Adapter.Entity;
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namespace Zennysoft.Game.Ma;
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public class EquipmentComponent : IEquipmentComponent
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{
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public IAutoProp<EquipableItem> EquippedWeapon => _equippedWeapon;
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public IAutoProp<IWeapon> EquippedWeapon => _equippedWeapon;
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public IAutoProp<EquipableItem> EquippedArmor => _equippedArmor;
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public IAutoProp<IArmor> EquippedArmor => _equippedArmor;
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public IAutoProp<EquipableItem> EquippedAccessory => _equippedAccessory;
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public IAutoProp<IAccessory> EquippedAccessory => _equippedAccessory;
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public IAutoProp<EquipableItem> EquippedAmmo => _equippedAmmo;
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public IAutoProp<IEquipableItem> EquippedAmmo => _equippedAmmo;
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public AutoProp<EquipableItem> _equippedWeapon;
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public AutoProp<IWeapon> _equippedWeapon;
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public AutoProp<EquipableItem> _equippedArmor;
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public AutoProp<IArmor> _equippedArmor;
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public AutoProp<EquipableItem> _equippedAccessory;
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public AutoProp<IAccessory> _equippedAccessory;
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public AutoProp<EquipableItem> _equippedAmmo;
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public AutoProp<IEquipableItem> _equippedAmmo;
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public event Action<EquipableItem> EquipmentChanged;
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public event Action<IEquipableItem> EquipmentChanged;
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public int BonusAttack => _equippedWeapon.Value.BonusAttack + _equippedArmor.Value.BonusAttack + _equippedAccessory.Value.BonusAttack;
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@@ -38,10 +38,10 @@ public class EquipmentComponent : IEquipmentComponent
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public EquipmentComponent()
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{
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_equippedWeapon = new AutoProp<EquipableItem>(new Weapon());
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_equippedArmor = new AutoProp<EquipableItem>(new Armor());
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_equippedAccessory = new AutoProp<EquipableItem>(new Accessory());
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_equippedAmmo = new AutoProp<EquipableItem>(new Ammo());
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_equippedWeapon = new AutoProp<IWeapon>(new Weapon());
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_equippedArmor = new AutoProp<IArmor>(new Armor());
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_equippedAccessory = new AutoProp<IAccessory>(new Accessory());
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_equippedAmmo = new AutoProp<IEquipableItem>(new Ammo());
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}
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public void Reset()
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@@ -52,7 +52,7 @@ public class EquipmentComponent : IEquipmentComponent
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_equippedAmmo.OnNext(new Ammo());
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}
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public void Equip(EquipableItem equipable)
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public void Equip(IEquipableItem equipable)
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{
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if (equipable is Weapon weapon)
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_equippedWeapon.OnNext(weapon);
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@@ -65,7 +65,7 @@ public class EquipmentComponent : IEquipmentComponent
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EquipmentChanged?.Invoke(equipable);
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}
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public void Unequip(EquipableItem equipable)
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public void Unequip(IEquipableItem equipable)
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{
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if (equipable is Weapon weapon)
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_equippedWeapon.OnNext(new Weapon());
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@@ -78,15 +78,12 @@ public class EquipmentComponent : IEquipmentComponent
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EquipmentChanged?.Invoke(equipable);
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}
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public bool IsItemEquipped(InventoryItem item)
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public bool IsItemEquipped(IEquipableItem item)
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{
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if (item is not EquipableItem)
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return false;
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return item == _equippedWeapon.Value || item == _equippedArmor.Value || item == _equippedAccessory.Value || item == _equippedAmmo.Value;
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}
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public void UpdateEquipment(EquipableItem equipable) => EquipmentChanged?.Invoke(equipable);
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public void UpdateEquipment(IEquipableItem equipable) => EquipmentChanged?.Invoke(equipable);
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public bool AugmentableEquipmentExists()
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{
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@@ -7,7 +7,6 @@ using Chickensoft.SaveFileBuilder;
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using Godot;
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using System;
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using System.Text.Json;
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using Zennysoft.Game.Abstractions;
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using Zennysoft.Ma.Adapter;
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using System.IO;
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using System.Threading.Tasks;
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@@ -217,7 +216,7 @@ public partial class Game : Node3D, IGame
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public void FloorExitReached() => GameState.Input(new GameState.Input.FloorExitEntered());
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public async Task UseItem(InventoryItem item)
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public async Task UseItem(IBaseInventoryItem item)
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{
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if (item.ItemTag == ItemTag.MysteryItem)
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_effectService.RerollItem(item);
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@@ -240,7 +239,7 @@ public partial class Game : Node3D, IGame
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RemoveItemOrSubtractFromItemCount(item);
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}
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public void DropItem(InventoryItem item)
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public void DropItem(IBaseInventoryItem item)
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{
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var droppedScene = GD.Load<PackedScene>("res://src/items/dropped/DroppedItem.tscn");
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var dropped = droppedScene.Instantiate<DroppedItem>();
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@@ -250,7 +249,7 @@ public partial class Game : Node3D, IGame
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_player.Inventory.Remove(item);
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}
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public void SetItem(InventoryItem item)
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public void SetItem(IBaseInventoryItem item)
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{
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var setScene = GD.Load<PackedScene>("res://src/items/misc/SetItem.tscn");
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var setItem = setScene.Instantiate<SetItem>();
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@@ -259,7 +258,7 @@ public partial class Game : Node3D, IGame
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_player.Inventory.Remove(item);
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}
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public void ThrowItem(InventoryItem item)
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public void ThrowItem(IBaseInventoryItem item)
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{
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var thrownScene = GD.Load<PackedScene>("res://src/items/thrown/ThrownItem.tscn");
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var thrown = thrownScene.Instantiate<ThrownItem>();
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@@ -459,10 +458,10 @@ public partial class Game : Node3D, IGame
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_player.Inventory.TryAdd(_effectService.GetRandomItemOfType<ConsumableItem>());
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break;
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case ItemTag.DropTo1HPAndGainRareItem:
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_effectService.DropTo1HPAndGainRareItem<InventoryItem>();
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_effectService.DropTo1HPAndGainRareItem<IBaseInventoryItem>();
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break;
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case ItemTag.TradeAllRandomItems:
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var newInventory = _effectService.TradeAllRandomItems<InventoryItem>(boxItem);
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var newInventory = _effectService.TradeAllRandomItems(boxItem);
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_player.Inventory.Items.Clear();
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_player.Inventory.TryAdd(boxItem);
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foreach (var item in newInventory)
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@@ -472,7 +471,7 @@ public partial class Game : Node3D, IGame
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_effectService.GetUnobtainedItem();
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break;
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case ItemTag.ContainsBasicItem:
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_effectService.GetBasicItem<InventoryItem>();
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_effectService.GetBasicItem<IBaseInventoryItem>();
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break;
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case ItemTag.UnequipAllItems:
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_player.EquipmentComponent.Unequip(_player.EquipmentComponent.EquippedWeapon.Value);
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@@ -567,7 +566,7 @@ public partial class Game : Node3D, IGame
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}
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}
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private void RemoveItemOrSubtractFromItemCount(InventoryItem item)
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private void RemoveItemOrSubtractFromItemCount(IBaseInventoryItem item)
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{
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if (item is IStackable stackableItem && stackableItem.Count.Value > 1)
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stackableItem.SetCount(stackableItem.Count.Value - 1);
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@@ -18,13 +18,13 @@ public interface IGame : IProvide<IGame>, IProvide<IGameRepo>, IProvide<IPlayer>
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public IDungeonFloor CurrentFloor { get; }
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public Task UseItem(InventoryItem item);
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public Task UseItem(IBaseInventoryItem item);
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public void DropItem(InventoryItem item);
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public void DropItem(IBaseInventoryItem item);
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public void SetItem(InventoryItem item);
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public void SetItem(IBaseInventoryItem item);
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public void ThrowItem(InventoryItem item);
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public void ThrowItem(IBaseInventoryItem item);
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public void FloorExitReached();
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@@ -228,14 +228,14 @@ public class EffectService
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_player.TakeDamage(new AttackData(damage, ElementType.None, true, true));
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}
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public void RerollItem(InventoryItem itemToReroll)
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public void RerollItem(IBaseInventoryItem itemToReroll)
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{
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var itemReroller = new ItemReroller(ItemDatabase.Instance);
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itemReroller.RerollItem(itemToReroll, _player.Inventory);
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}
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public T GetRandomItemOfType<T>(T itemToExclude = null)
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where T : InventoryItem => ItemDatabase.Instance.PickItem(itemToExclude);
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public T GetRandomItemOfType<T>(params T[] itemsToExclude)
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where T : IBaseInventoryItem => ItemDatabase.Instance.PickItem(itemsToExclude);
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public void RandomSpell()
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{
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@@ -243,14 +243,14 @@ public class EffectService
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}
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public void DropTo1HPAndGainRareItem<T>()
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where T : InventoryItem
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where T : IBaseInventoryItem
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{
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_player.HealthComponent.SetCurrentHealth(1);
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_player.Inventory.TryAdd(ItemDatabase.Instance.PickRareItem<T>());
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}
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public void TradeRandomItem<T>(BoxItem box)
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where T : InventoryItem
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where T : IBaseInventoryItem
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{
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var tradableItems = _player.Inventory.Items.OfType<T>().Where(x => x != box).ToList();
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@@ -258,7 +258,7 @@ public class EffectService
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rng.Randomize();
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var randomIndex = rng.RandiRange(0, tradableItems.Count - 1);
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var randomItem = tradableItems[randomIndex];
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if (randomItem is EquipableItem equipableItem)
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if (randomItem is IEquipableItem equipableItem)
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{
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if (_player.EquipmentComponent.IsItemEquipped(equipableItem))
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_player.Unequip(equipableItem);
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@@ -268,13 +268,12 @@ public class EffectService
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GetRandomItemOfType<T>();
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}
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public IEnumerable<InventoryItem> TradeAllRandomItems<T>(BoxItem box)
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where T : InventoryItem
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public IEnumerable<IBaseInventoryItem> TradeAllRandomItems(BoxItem box)
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{
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var newInventory = new List<InventoryItem>();
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var items = _player.Inventory.Items.OfType<T>().Where(x => x != box).ToList();
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var newInventory = new List<IBaseInventoryItem>();
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var items = _player.Inventory.Items.ToList();
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foreach (var item in items)
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newInventory.Add(GetRandomItemOfType<T>());
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newInventory.Add(GetRandomItemOfType<IBaseInventoryItem>());
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return newInventory;
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}
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@@ -294,7 +293,7 @@ public class EffectService
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}
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public void GetBasicItem<T>()
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where T : InventoryItem
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where T : IBaseInventoryItem
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{
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_player.Inventory.TryAdd(ItemDatabase.Instance.PickBasicItem<T>());
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}
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@@ -27,9 +27,9 @@ public partial class Inventory : Node, IInventory
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}
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[Save("inventory_items")]
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public List<InventoryItem> Items { get; private set; }
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public List<IBaseInventoryItem> Items { get; private set; }
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public bool PickUpItem(InventoryItem item)
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public bool PickUpItem(IBaseInventoryItem item)
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{
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var isAdded = TryAdd(item);
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if (isAdded)
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@@ -43,7 +43,7 @@ public partial class Inventory : Node, IInventory
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return isAdded;
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}
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public bool TryAdd(InventoryItem inventoryItem)
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public bool TryAdd(IBaseInventoryItem inventoryItem)
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{
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if (Items.Count >= _maxInventorySize)
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return false;
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@@ -55,7 +55,7 @@ public partial class Inventory : Node, IInventory
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public bool AtCapacity() => Items.Count >= _maxInventorySize;
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public bool TryInsert(InventoryItem inventoryItem, int index)
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public bool TryInsert(IBaseInventoryItem inventoryItem, int index)
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{
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if (Items.Count >= _maxInventorySize || index >= _maxInventorySize || index < 0)
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return false;
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@@ -65,20 +65,20 @@ public partial class Inventory : Node, IInventory
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return true;
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}
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public void Remove(InventoryItem inventoryItem)
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public void Remove(IBaseInventoryItem inventoryItem)
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{
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Items.Remove(inventoryItem);
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InventoryChanged?.Invoke();
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}
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public bool Sort(EquipableItem currentWeapon, EquipableItem currentArmor, EquipableItem currentAccessory, EquipableItem currentAmmo)
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public bool Sort(IWeapon currentWeapon, IArmor currentArmor, IAccessory currentAccessory, IEquipableItem currentAmmo)
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{
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var initialList = Items;
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var equippedWeapon = Items.OfType<Weapon>().Where(x => x == currentWeapon);
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var equippedArmor = Items.OfType<Armor>().Where(x => x == currentArmor);
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var equippedAccessory = Items.OfType<Accessory>().Where(x => x == currentAccessory);
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var equippedAmmo = Items.OfType<Ammo>().Where(x => x == currentAmmo);
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var equippedItems = new List<InventoryItem>();
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var equippedItems = new List<IBaseInventoryItem>();
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equippedItems.AddRange(equippedWeapon);
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equippedItems.AddRange(equippedArmor);
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equippedItems.AddRange(equippedAccessory);
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@@ -96,12 +96,12 @@ public partial class Inventory : Node, IInventory
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Items = [.. equippedItems, .. weapons, .. armor, .. accessories, .. ammo, .. consumables, .. throwables, .. effectItems, .. jewelItems, .. setItems];
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var stackableItems = Items.OfType<IStackable>();
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var itemsToStack = stackableItems.GroupBy(x => ((InventoryItem)x).ItemName).Where(x => x.Count() > 1);
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var itemsToStack = stackableItems.GroupBy(x => ((IBaseInventoryItem)x).ItemName).Where(x => x.Count() > 1);
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foreach (var itemStack in itemsToStack)
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{
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var firstItem = itemStack.First();
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firstItem.SetCount(itemStack.Sum(x => x.Count.Value));
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var itemsToRemove = itemStack.Except([firstItem]).Cast<InventoryItem>();
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var itemsToRemove = itemStack.Except([firstItem]).Cast<IBaseInventoryItem>();
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foreach (var item in itemsToRemove)
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Remove(item);
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}
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@@ -14,37 +14,37 @@ public class ItemDatabase
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public static ItemDatabase Instance { get { return lazy.Value; } }
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public ImmutableList<InventoryItem> Items { get; set; }
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public ImmutableList<IBaseInventoryItem> Items { get; set; }
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public T PickItem<T>(T itemToExclude = null)
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where T : InventoryItem
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public T PickItem<T>(params T[] itemsToExclude)
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where T : IBaseInventoryItem
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{
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var itemsToSelectFrom = Items.OfType<T>();
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return PickItemInternal(itemsToSelectFrom, itemToExclude);
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return PickItemInternal(itemsToSelectFrom, itemsToExclude);
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}
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public T PickRareItem<T>(T itemToExclude = null)
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where T : InventoryItem
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public T PickRareItem<T>(params T[] itemsToExclude)
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where T : IBaseInventoryItem
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{
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var getRareItems = Items.OfType<T>().Where(x => x.SpawnRate < 0.1f);
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return PickItemInternal(getRareItems, itemToExclude);
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return PickItemInternal(getRareItems, itemsToExclude);
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}
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public T PickBasicItem<T>(T itemToExclude = null)
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where T : InventoryItem
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public T PickBasicItem<T>(params T[] itemsToExclude)
|
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where T : IBaseInventoryItem
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{
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var getBasicItems = Items.OfType<T>().Where(x => x.SpawnRate > 0.5f);
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return PickItemInternal(getBasicItems, itemToExclude);
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return PickItemInternal(getBasicItems, itemsToExclude);
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}
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private T PickItemInternal<T>(IEnumerable<T> itemsToSelectFrom, T itemToExclude = null)
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where T : InventoryItem
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private T PickItemInternal<T>(IEnumerable<T> itemsToSelectFrom, params T[] itemsToExclude)
|
||||
where T : IBaseInventoryItem
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{
|
||||
var rng = new RandomNumberGenerator();
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rng.Randomize();
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||||
|
||||
if (itemToExclude is not null)
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itemsToSelectFrom = [.. itemsToSelectFrom.Where(x => x.ItemName != itemToExclude.ItemName)];
|
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if (itemsToExclude.Any())
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itemsToSelectFrom.Except(itemsToExclude);
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||||
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var weights = itemsToSelectFrom.Select(x => x.SpawnRate).ToArray();
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var selectedItem = itemsToSelectFrom.ToArray()[rng.RandWeighted(weights)];
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||||
@@ -54,7 +54,7 @@ public class ItemDatabase
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||||
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||||
private ItemDatabase()
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||||
{
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||||
var database = new List<InventoryItem>();
|
||||
var database = new List<IBaseInventoryItem>();
|
||||
var armorResources = DirAccess.GetFilesAt("res://src/items/armor/resources/");
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||||
var weaponResources = DirAccess.GetFilesAt("res://src/items/weapons/resources/");
|
||||
var accessoryResources = DirAccess.GetFilesAt("res://src/items/accessory/resources/");
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@@ -12,7 +12,7 @@ public class ItemReroller
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}
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||||
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||||
public T RerollItem<T>(T itemToReroll, IInventory inventory, bool insertIntoInventory = true)
|
||||
where T : InventoryItem
|
||||
where T : IBaseInventoryItem
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||||
{
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||||
var currentIndex = inventory.Items.IndexOf(itemToReroll);
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||||
|
||||
@@ -27,7 +27,7 @@ public class ItemReroller
|
||||
return rolledItem;
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||||
}
|
||||
|
||||
public InventoryItem RerollItemToAny(InventoryItem itemToReroll, IInventory inventory, bool insertIntoInventory = true)
|
||||
public IBaseInventoryItem RerollItemToAny(IBaseInventoryItem itemToReroll, IInventory inventory, bool insertIntoInventory = true)
|
||||
{
|
||||
var currentIndex = inventory.Items.IndexOf(itemToReroll);
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@ using Zennysoft.Ma.Adapter.Entity;
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
[Meta(typeof(IAutoNode)), Id("accessory")]
|
||||
public partial class Accessory : EquipableItem
|
||||
public partial class Accessory : Node3D, IAccessory
|
||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
@@ -21,32 +21,32 @@ public partial class Accessory : EquipableItem
|
||||
_bonusDefense = Stats.BonusDefense;
|
||||
_bonusLuck = Stats.BonusLuck;
|
||||
}
|
||||
public override string ItemName => Stats.Name;
|
||||
public string ItemName => Stats.Name;
|
||||
|
||||
public override string Description => Stats.Description;
|
||||
public string Description => Stats.Description;
|
||||
|
||||
public override float SpawnRate => Stats.SpawnRate;
|
||||
public float SpawnRate => Stats.SpawnRate;
|
||||
|
||||
public override int ThrowDamage => Stats.ThrowDamage;
|
||||
public int ThrowDamage => Stats.ThrowDamage;
|
||||
|
||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
||||
public float ThrowSpeed => Stats.ThrowSpeed;
|
||||
|
||||
public override int BonusAttack { get => _bonusDamage; }
|
||||
public int BonusAttack { get => _bonusDamage; }
|
||||
|
||||
public override int BonusDefense { get => _bonusDefense; }
|
||||
public int BonusDefense { get => _bonusDefense; }
|
||||
|
||||
public override int BonusLuck { get => _bonusLuck; }
|
||||
public int BonusLuck { get => _bonusLuck; }
|
||||
|
||||
public override int BonusHP => Stats.BonusHP;
|
||||
public int BonusHP => Stats.BonusHP;
|
||||
|
||||
public override int BonusVT => Stats.BonusVT;
|
||||
public int BonusVT => Stats.BonusVT;
|
||||
|
||||
public override ElementalResistanceSet ElementalResistance => new ElementalResistanceSet(Stats.AeolicResistance, Stats.HydricResistance, Stats.IgneousResistance, Stats.FerrumResistance, Stats.TelluricResistance, Stats.HolyResistance, Stats.CurseResistance);
|
||||
public ElementalResistanceSet ElementalResistance => new ElementalResistanceSet(Stats.AeolicResistance, Stats.HydricResistance, Stats.IgneousResistance, Stats.FerrumResistance, Stats.TelluricResistance, Stats.HolyResistance, Stats.CurseResistance);
|
||||
|
||||
[Save("accessory_tag")]
|
||||
public AccessoryTag AccessoryTag => Stats.AccessoryTag;
|
||||
|
||||
public override ItemTag ItemTag => Stats.ItemTag;
|
||||
public ItemTag ItemTag => Stats.ItemTag;
|
||||
|
||||
[Save("accessory_bonus_damage")]
|
||||
private int _bonusDamage { get; set; } = 0;
|
||||
@@ -72,6 +72,8 @@ public partial class Accessory : EquipableItem
|
||||
[Export]
|
||||
[Save("accessory_stats")]
|
||||
public AccessoryStats Stats { get; set; } = new AccessoryStats();
|
||||
public Augment Augment { get; set; }
|
||||
public bool Glued { get; set; }
|
||||
|
||||
public override Texture2D GetTexture() => Stats.Texture;
|
||||
public Texture2D GetTexture() => Stats.Texture;
|
||||
}
|
||||
|
||||
@@ -6,9 +6,10 @@ using Godot;
|
||||
using Zennysoft.Game.Implementation;
|
||||
using Zennysoft.Game.Ma;
|
||||
using Zennysoft.Ma.Adapter;
|
||||
using Zennysoft.Ma.Adapter.Entity;
|
||||
|
||||
[Meta(typeof(IAutoNode)), Id("ammo")]
|
||||
public partial class Ammo : EquipableItem, IStackable
|
||||
public partial class Ammo : Node3D, IEquipableItem, IStackable
|
||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
@@ -21,19 +22,19 @@ public partial class Ammo : EquipableItem, IStackable
|
||||
}
|
||||
|
||||
|
||||
public override string ItemName => Stats.Name;
|
||||
public string ItemName => Stats.Name;
|
||||
|
||||
public override string Description => Stats.Description;
|
||||
public string Description => Stats.Description;
|
||||
|
||||
public override float SpawnRate => Stats.SpawnRate;
|
||||
public float SpawnRate => Stats.SpawnRate;
|
||||
|
||||
public override int ThrowDamage => Stats.ThrowDamage;
|
||||
public int ThrowDamage => Stats.ThrowDamage;
|
||||
|
||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
||||
public float ThrowSpeed => Stats.ThrowSpeed;
|
||||
|
||||
public override ItemTag ItemTag => Stats.ItemTag;
|
||||
public ItemTag ItemTag => Stats.ItemTag;
|
||||
|
||||
public override Texture2D GetTexture() => Stats.Texture;
|
||||
public Texture2D GetTexture() => Stats.Texture;
|
||||
|
||||
[Save("ammo_item_count")]
|
||||
public AutoProp<int> Count { get; private set; }
|
||||
@@ -46,4 +47,11 @@ public partial class Ammo : EquipableItem, IStackable
|
||||
[Export]
|
||||
[Save("ammo_stats")]
|
||||
public AmmoStats Stats { get; set; } = new AmmoStats();
|
||||
public int BonusAttack { get; }
|
||||
public int BonusDefense { get; }
|
||||
public int BonusHP { get; }
|
||||
public int BonusVT { get; }
|
||||
public int BonusLuck { get; }
|
||||
public bool Glued { get; set; }
|
||||
public ElementalResistanceSet ElementalResistance { get; }
|
||||
}
|
||||
|
||||
@@ -8,7 +8,7 @@ using Zennysoft.Ma.Adapter.Entity;
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
[Meta(typeof(IAutoNode)), Id("armor")]
|
||||
public partial class Armor : EquipableItem
|
||||
public partial class Armor : Node3D, IArmor
|
||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
@@ -22,21 +22,21 @@ public partial class Armor : EquipableItem
|
||||
_bonusLuck = Stats.BonusLuck;
|
||||
}
|
||||
|
||||
public override string ItemName => Stats.Name;
|
||||
public string ItemName => Stats.Name;
|
||||
|
||||
public override string Description => Stats.Description;
|
||||
public string Description => Stats.Description;
|
||||
|
||||
public override float SpawnRate => Stats.SpawnRate;
|
||||
public float SpawnRate => Stats.SpawnRate;
|
||||
|
||||
public override int ThrowDamage => Stats.ThrowDamage;
|
||||
public int ThrowDamage => Stats.ThrowDamage;
|
||||
|
||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
||||
public float ThrowSpeed => Stats.ThrowSpeed;
|
||||
|
||||
public override int BonusAttack { get => _bonusDamage; }
|
||||
public int BonusAttack { get => _bonusDamage; }
|
||||
|
||||
public override int BonusDefense { get => _bonusDefense; }
|
||||
public int BonusDefense { get => _bonusDefense; }
|
||||
|
||||
public override int BonusLuck { get => _bonusLuck; }
|
||||
public int BonusLuck { get => _bonusLuck; }
|
||||
|
||||
public void IncreaseAttack(int bonus) => _bonusDamage += bonus;
|
||||
|
||||
@@ -60,14 +60,19 @@ public partial class Armor : EquipableItem
|
||||
[Save("armor_bonus_luck")]
|
||||
private int _bonusLuck { get; set; } = 0;
|
||||
|
||||
public override ElementalResistanceSet ElementalResistance => new ElementalResistanceSet(Stats.AeolicResistance, Stats.HydricResistance, Stats.IgneousResistance, Stats.FerrumResistance, Stats.TelluricResistance, Stats.HolyResistance, Stats.CurseResistance);
|
||||
public ElementalResistanceSet ElementalResistance => new ElementalResistanceSet(Stats.AeolicResistance, Stats.HydricResistance, Stats.IgneousResistance, Stats.FerrumResistance, Stats.TelluricResistance, Stats.HolyResistance, Stats.CurseResistance);
|
||||
|
||||
public void IncreaseArmorDefense(int bonus) => _bonusDefense += bonus;
|
||||
|
||||
public override ItemTag ItemTag => Stats.ItemTag;
|
||||
public ItemTag ItemTag => Stats.ItemTag;
|
||||
|
||||
[Save("armor_stats")]
|
||||
[Export]
|
||||
public ArmorStats Stats { get; set; } = new ArmorStats();
|
||||
public override Texture2D GetTexture() => Stats.Texture;
|
||||
public Augment Augment { get; set; }
|
||||
public int BonusHP { get; }
|
||||
public int BonusVT { get; }
|
||||
public bool Glued { get; set; }
|
||||
|
||||
public Texture2D GetTexture() => Stats.Texture;
|
||||
}
|
||||
|
||||
@@ -6,7 +6,7 @@ using Zennysoft.Game.Ma;
|
||||
using Zennysoft.Ma.Adapter;
|
||||
|
||||
[Meta(typeof(IAutoNode)), Id("box_item")]
|
||||
public partial class BoxItem : InventoryItem
|
||||
public partial class BoxItem : Node3D, IBaseInventoryItem
|
||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
@@ -16,19 +16,19 @@ public partial class BoxItem : InventoryItem
|
||||
[Save("box_stats")]
|
||||
public BoxItemStats Stats { get; set; } = new BoxItemStats();
|
||||
|
||||
public override string ItemName => Stats.Name;
|
||||
public string ItemName => Stats.Name;
|
||||
|
||||
public override string Description => Stats.Description;
|
||||
public string Description => Stats.Description;
|
||||
|
||||
public override float SpawnRate => Stats.SpawnRate;
|
||||
public float SpawnRate => Stats.SpawnRate;
|
||||
|
||||
public override int ThrowDamage => Stats.ThrowDamage;
|
||||
public int ThrowDamage => Stats.ThrowDamage;
|
||||
|
||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
||||
public float ThrowSpeed => Stats.ThrowSpeed;
|
||||
|
||||
public override ItemTag ItemTag => Stats.ItemTag;
|
||||
public ItemTag ItemTag => Stats.ItemTag;
|
||||
|
||||
public override Texture2D GetTexture() => Stats.Texture;
|
||||
public Texture2D GetTexture() => Stats.Texture;
|
||||
|
||||
public void OnReady()
|
||||
{
|
||||
|
||||
@@ -7,7 +7,7 @@ using Zennysoft.Ma.Adapter;
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
[Meta(typeof(IAutoNode)), Id("consumable_item")]
|
||||
public partial class ConsumableItem : InventoryItem
|
||||
public partial class ConsumableItem : Node3D, IBaseInventoryItem
|
||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
@@ -15,15 +15,15 @@ public partial class ConsumableItem : InventoryItem
|
||||
|
||||
public override void _Ready() => _sprite.Texture = Stats.Texture;
|
||||
|
||||
public override string ItemName => Stats.Name;
|
||||
public string ItemName => Stats.Name;
|
||||
|
||||
public override string Description => Stats.Description;
|
||||
public string Description => Stats.Description;
|
||||
|
||||
public override float SpawnRate => Stats.SpawnRate;
|
||||
public float SpawnRate => Stats.SpawnRate;
|
||||
|
||||
public override int ThrowDamage => Stats.ThrowDamage;
|
||||
public int ThrowDamage => Stats.ThrowDamage;
|
||||
|
||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
||||
public float ThrowSpeed => Stats.ThrowSpeed;
|
||||
|
||||
[Save("consumable_heal_hp")]
|
||||
public int HealHPAmount => Stats.HealHPAmount;
|
||||
@@ -34,10 +34,10 @@ public partial class ConsumableItem : InventoryItem
|
||||
[Save("consumable_increase_vt")]
|
||||
public int RaiseVTAmount => Stats.PermanentRaiseVTAmount;
|
||||
|
||||
public override ItemTag ItemTag => Stats.ItemTag;
|
||||
public ItemTag ItemTag => Stats.ItemTag;
|
||||
|
||||
[Export]
|
||||
[Save("consumable_item_stats")]
|
||||
public ConsumableItemStats Stats { get; set; } = new ConsumableItemStats();
|
||||
public override Texture2D GetTexture() => Stats.Texture;
|
||||
public Texture2D GetTexture() => Stats.Texture;
|
||||
}
|
||||
|
||||
@@ -18,7 +18,7 @@ public partial class DroppedItem : RigidBody3D, IDroppedItem
|
||||
|
||||
[Node] private Area3D Pickup { get; set; } = default!;
|
||||
|
||||
public InventoryItem Item { get; set; }
|
||||
public IBaseInventoryItem Item { get; set; }
|
||||
|
||||
public void OnResolved()
|
||||
{
|
||||
|
||||
@@ -7,7 +7,7 @@ using Zennysoft.Ma.Adapter;
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
[Meta(typeof(IAutoNode)), Id("effect_item")]
|
||||
public partial class EffectItem : InventoryItem
|
||||
public partial class EffectItem : Node3D, IBaseInventoryItem
|
||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
@@ -18,20 +18,20 @@ public partial class EffectItem : InventoryItem
|
||||
_sprite.Texture = Stats.Texture;
|
||||
}
|
||||
|
||||
public override string ItemName => Stats.Name;
|
||||
public string ItemName => Stats.Name;
|
||||
|
||||
public override string Description => Stats.Description;
|
||||
public string Description => Stats.Description;
|
||||
|
||||
public override float SpawnRate => Stats.SpawnRate;
|
||||
public float SpawnRate => Stats.SpawnRate;
|
||||
|
||||
public override int ThrowDamage => Stats.ThrowDamage;
|
||||
public int ThrowDamage => Stats.ThrowDamage;
|
||||
|
||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
||||
public float ThrowSpeed => Stats.ThrowSpeed;
|
||||
|
||||
[Save("usable_tag")]
|
||||
public UsableItemTag UsableItemTag => Stats.UsableItemTag;
|
||||
|
||||
public override ItemTag ItemTag => Stats.ItemTag;
|
||||
public ItemTag ItemTag => Stats.ItemTag;
|
||||
|
||||
public void SetEffectTag(UsableItemTag effect) => Stats.UsableItemTag = effect;
|
||||
|
||||
@@ -39,5 +39,5 @@ public partial class EffectItem : InventoryItem
|
||||
[Save("effect_item_stats")]
|
||||
public EffectItemStats Stats { get; set; } = new EffectItemStats();
|
||||
|
||||
public override Texture2D GetTexture() => Stats.Texture;
|
||||
public Texture2D GetTexture() => Stats.Texture;
|
||||
}
|
||||
|
||||
@@ -6,7 +6,7 @@ using Zennysoft.Game.Ma;
|
||||
using Zennysoft.Ma.Adapter;
|
||||
|
||||
[Meta(typeof(IAutoNode)), Id("jewel")]
|
||||
public partial class Jewel : InventoryItem, IAugmentItem
|
||||
public partial class Jewel : Node3D, IAugmentItem
|
||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
@@ -17,23 +17,23 @@ public partial class Jewel : InventoryItem, IAugmentItem
|
||||
_sprite.Texture = Stats.Texture;
|
||||
}
|
||||
|
||||
public override string ItemName => Stats.Name;
|
||||
public string ItemName => Stats.Name;
|
||||
|
||||
public override string Description => Stats.Description;
|
||||
public string Description => Stats.Description;
|
||||
|
||||
public override float SpawnRate => Stats.SpawnRate;
|
||||
public float SpawnRate => Stats.SpawnRate;
|
||||
|
||||
public override int ThrowDamage => Stats.ThrowDamage;
|
||||
public int ThrowDamage => Stats.ThrowDamage;
|
||||
|
||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
||||
public float ThrowSpeed => Stats.ThrowSpeed;
|
||||
|
||||
public override ItemTag ItemTag => Stats.ItemTag;
|
||||
public ItemTag ItemTag => Stats.ItemTag;
|
||||
|
||||
public override Texture2D GetTexture() => Stats.Texture;
|
||||
public Texture2D GetTexture() => Stats.Texture;
|
||||
|
||||
[Export]
|
||||
[Save("jewel_stats")]
|
||||
public JewelStats Stats { get; set; } = new JewelStats();
|
||||
|
||||
public JewelTags Augment => Stats.JewelTag;
|
||||
public IAugmentType Augment { get; set; }
|
||||
}
|
||||
|
||||
@@ -7,30 +7,30 @@ using Zennysoft.Ma.Adapter;
|
||||
using Zennysoft.Ma.Adapter.Entity;
|
||||
|
||||
[Meta(typeof(IAutoNode))]
|
||||
public partial class Plastique : InventoryItem
|
||||
public partial class Plastique : Node3D, IBaseInventoryItem
|
||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
[Node] private Sprite3D _sprite { get; set; }
|
||||
|
||||
public override string ItemName => Stats.Name;
|
||||
public string ItemName => Stats.Name;
|
||||
|
||||
public override string Description => Stats.Description;
|
||||
public string Description => Stats.Description;
|
||||
|
||||
public override float SpawnRate => Stats.SpawnRate;
|
||||
public float SpawnRate => Stats.SpawnRate;
|
||||
|
||||
public override int ThrowDamage => Stats.ThrowDamage;
|
||||
public int ThrowDamage => Stats.ThrowDamage;
|
||||
|
||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
||||
public float ThrowSpeed => Stats.ThrowSpeed;
|
||||
|
||||
public override ItemTag ItemTag => Stats.ItemTag;
|
||||
public ItemTag ItemTag => Stats.ItemTag;
|
||||
|
||||
public void OnResolved()
|
||||
{
|
||||
_sprite.Texture = Stats.Texture;
|
||||
_sprite.Texture = Stats.Texture;
|
||||
}
|
||||
|
||||
public override Texture2D GetTexture() => Stats.Texture;
|
||||
public Texture2D GetTexture() => Stats.Texture;
|
||||
|
||||
[Export]
|
||||
[Save("inventory_stats")]
|
||||
|
||||
@@ -9,7 +9,7 @@ using Zennysoft.Ma.Adapter;
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
[Meta(typeof(IAutoNode)), Id("throwable_item")]
|
||||
public partial class ThrowableItem : InventoryItem, IStackable
|
||||
public partial class ThrowableItem : Node3D, IBaseInventoryItem, IStackable
|
||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
@@ -23,15 +23,15 @@ public partial class ThrowableItem : InventoryItem, IStackable
|
||||
Count = new AutoProp<int>(rng.RandiRange(Stats.MinimumCount, Stats.MaximumCount));
|
||||
}
|
||||
|
||||
public override string ItemName => Stats.Name;
|
||||
public string ItemName => Stats.Name;
|
||||
|
||||
public override string Description => Stats.Description;
|
||||
public string Description => Stats.Description;
|
||||
|
||||
public override float SpawnRate => Stats.SpawnRate;
|
||||
public float SpawnRate => Stats.SpawnRate;
|
||||
|
||||
public override int ThrowDamage => Stats.ThrowDamage;
|
||||
public int ThrowDamage => Stats.ThrowDamage;
|
||||
|
||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
||||
public float ThrowSpeed => Stats.ThrowSpeed;
|
||||
|
||||
[Save("throwable_item_element")]
|
||||
public ElementType ElementType => Stats.ElementType;
|
||||
@@ -40,7 +40,7 @@ public partial class ThrowableItem : InventoryItem, IStackable
|
||||
[Save("throwable_item_heal_vt")]
|
||||
public int HealVTAmount => Stats.HealVTAmount;
|
||||
|
||||
public override ItemTag ItemTag => Stats.ItemTag;
|
||||
public ItemTag ItemTag => Stats.ItemTag;
|
||||
|
||||
public void SetElementType(ElementType elementType) => Stats.ElementType = elementType;
|
||||
|
||||
@@ -53,7 +53,7 @@ public partial class ThrowableItem : InventoryItem, IStackable
|
||||
[Save("throwable_item_stats")]
|
||||
public ThrowableItemStats Stats { get; set; }
|
||||
|
||||
public override Texture2D GetTexture() => Stats.Texture;
|
||||
public Texture2D GetTexture() => Stats.Texture;
|
||||
|
||||
public void SetCount(int count) => Count.OnNext(count);
|
||||
}
|
||||
|
||||
@@ -15,7 +15,7 @@ public partial class ThrownItem : RigidBody3D, IThrownItem
|
||||
|
||||
[Dependency] public IGame Game => this.DependOn<IGame>();
|
||||
|
||||
public InventoryItem ItemThatIsThrown { get; set; }
|
||||
public IBaseInventoryItem ItemThatIsThrown { get; set; }
|
||||
|
||||
private EffectService _effectService;
|
||||
private ItemReroller _itemReroller;
|
||||
|
||||
@@ -2,14 +2,13 @@ using Chickensoft.AutoInject;
|
||||
using Chickensoft.Introspection;
|
||||
using Chickensoft.Serialization;
|
||||
using Godot;
|
||||
using System;
|
||||
using Zennysoft.Ma.Adapter;
|
||||
using Zennysoft.Ma.Adapter.Entity;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
[Meta(typeof(IAutoNode)), Id("weapon")]
|
||||
public partial class Weapon : EquipableItem
|
||||
public partial class Weapon : Node3D, IWeapon
|
||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
@@ -25,26 +24,26 @@ public partial class Weapon : EquipableItem
|
||||
_bonusLuck = Stats.BonusLuck;
|
||||
}
|
||||
|
||||
public override string ItemName => Stats.Name;
|
||||
public string ItemName => Stats.Name;
|
||||
|
||||
public override string Description => Stats.Description;
|
||||
public string Description => Stats.Description;
|
||||
|
||||
public override float SpawnRate => Stats.SpawnRate;
|
||||
public float SpawnRate => Stats.SpawnRate;
|
||||
|
||||
public override int ThrowDamage => Stats.ThrowDamage;
|
||||
public int ThrowDamage => Stats.ThrowDamage;
|
||||
|
||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
||||
public float ThrowSpeed => Stats.ThrowSpeed;
|
||||
|
||||
[Save("weapon_attack_speed")]
|
||||
public double AttackSpeed => Stats.AttackSpeed;
|
||||
[Save("weapon_tag")]
|
||||
public WeaponTag WeaponTag => Stats.WeaponTag;
|
||||
|
||||
public override ItemTag ItemTag => Stats.ItemTag;
|
||||
public ItemTag ItemTag => Stats.ItemTag;
|
||||
[Save("weapon_element")]
|
||||
public ElementType WeaponElement => Stats.WeaponElement;
|
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|
||||
public override ElementalResistanceSet ElementalResistance => new ElementalResistanceSet(Stats.AeolicResistance, Stats.HydricResistance, Stats.IgneousResistance, Stats.FerrumResistance, Stats.TelluricResistance, Stats.HolyResistance, Stats.CurseResistance);
|
||||
public ElementalResistanceSet ElementalResistance => new ElementalResistanceSet(Stats.AeolicResistance, Stats.HydricResistance, Stats.IgneousResistance, Stats.FerrumResistance, Stats.TelluricResistance, Stats.HolyResistance, Stats.CurseResistance);
|
||||
|
||||
public void IncreaseAttack(int bonus) => _bonusDamage += bonus;
|
||||
|
||||
@@ -58,11 +57,15 @@ public partial class Weapon : EquipableItem
|
||||
|
||||
public void SetLuck(int newBonus) => _bonusLuck = newBonus;
|
||||
|
||||
public override int BonusAttack { get => _bonusDamage; }
|
||||
public int BonusAttack { get => _bonusDamage; }
|
||||
|
||||
public override int BonusDefense { get => _bonusDefense; }
|
||||
public int BonusDefense { get => _bonusDefense; }
|
||||
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public override int BonusLuck { get => _bonusLuck; }
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public int BonusLuck { get => _bonusLuck; }
|
||||
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||||
public int BonusHP { get; }
|
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public int BonusVT { get; }
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[Save("weapon_bonus_damage")]
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@@ -76,6 +79,9 @@ public partial class Weapon : EquipableItem
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[Export]
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