Overhaul item and inventory and clean up bits and pieces
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@@ -13,13 +13,6 @@ public class Augment
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public IAugmentType AugmentType { get; set; }
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}
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public interface IAugmentType
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{
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void Apply();
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void Remove();
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}
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public class HPRecoverySpeedAugment : IAugmentType
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{
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private readonly IPlayer _player;
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@@ -1,28 +0,0 @@
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using Chickensoft.Introspection;
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using Chickensoft.Serialization;
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using Zennysoft.Ma.Adapter.Entity;
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namespace Zennysoft.Ma.Adapter;
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[Meta, Id("equipable_item")]
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public abstract partial class EquipableItem : InventoryItem
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{
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[Save("bonus_attack_stats")]
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public virtual int BonusAttack { get; }
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[Save("bonus_defense_stats")]
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public virtual int BonusDefense { get; }
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[Save("bonus_hp_stats")]
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public virtual int BonusHP { get; }
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[Save("bonus_vt_stats")]
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public virtual int BonusVT { get; }
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[Save("bonus_luck_stats")]
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public virtual int BonusLuck { get; }
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[Save("equipment_is_glued")]
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public bool Glued { get; set; }
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public virtual Augment? Augment { get; set; }
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[Save("bonus_elemental_resist_stats")]
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public virtual ElementalResistanceSet ElementalResistance { get; } = new ElementalResistanceSet(0, 0, 0, 0, 0, 0, 0);
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}
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@@ -0,0 +1,6 @@
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public interface IAugmentType
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{
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void Apply();
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void Remove();
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}
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@@ -1,26 +0,0 @@
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using Chickensoft.Introspection;
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using Chickensoft.Serialization;
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using Godot;
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namespace Zennysoft.Ma.Adapter;
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[Meta, Id("inventory_item")]
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public abstract partial class InventoryItem : Node3D
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{
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[Save("inventory_item_id")]
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public Guid ID => Guid.NewGuid();
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[Save("inventory_item_name")]
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public abstract string ItemName { get; }
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[Save("inventory_item_description")]
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public abstract string Description { get; }
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[Save("inventory_item_spawn_rate")]
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public abstract float SpawnRate { get; }
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[Save("inventory_item_throw_damage")]
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public abstract int ThrowDamage { get; }
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[Save("inventory_item_throw_speed")]
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public abstract float ThrowSpeed { get; }
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[Save("inventory_item_tag")]
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public abstract ItemTag ItemTag { get; }
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public abstract Texture2D GetTexture();
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}
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