Partially implementation of box items
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@@ -435,6 +435,32 @@ public partial class Game : Node3D, IGame
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{
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case ItemTag.DamagesPlayer:
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_effectService.DamagesPlayer(boxItem.Stats.DamageToPlayer);
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GameRepo.CloseInventory();
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break;
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case ItemTag.ContainsAccessory:
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_player.Inventory.TryAdd(_effectService.GetRandomItemOfType<Accessory>());
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break;
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case ItemTag.ContainsArmor:
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_player.Inventory.TryAdd(_effectService.GetRandomItemOfType<Armor>());
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break;
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case ItemTag.ContainsWeapon:
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_player.Inventory.TryAdd(_effectService.GetRandomItemOfType<Weapon>());
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break;
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case ItemTag.ContainsBox:
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_player.Inventory.TryAdd(_effectService.GetRandomItemOfType<BoxItem>());
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break;
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case ItemTag.ContainsRestorative:
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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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break;
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case ItemTag.TradeAllRandomItems:
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var newInventory = _effectService.TradeAllRandomItems<InventoryItem>(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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_player.Inventory.TryAdd(item);
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break;
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}
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}
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