Fix up effect items
Fix up minimap Add some debug info
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@@ -226,9 +226,6 @@ public partial class Game : Node3D, IGame
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case EffectItem effectItem:
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EnactEffectItemEffects(effectItem);
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break;
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case ThrowableItem throwableItem:
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EnactThrowableItemEffects(throwableItem);
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break;
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case Jewel jewel:
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EnactJewelItemEffects(jewel);
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break;
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@@ -265,7 +262,7 @@ public partial class Game : Node3D, IGame
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thrown.ItemThatIsThrown = item;
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_map.AddChild(thrown);
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thrown.Throw(_effectService);
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_player.Inventory.Remove(item);
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RemoveItemOrSubtractFromItemCount(item);
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}
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public IDungeonFloor CurrentFloor => _map.CurrentFloor;
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@@ -554,31 +551,19 @@ public partial class Game : Node3D, IGame
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case UsableItemTag.RandomEffect:
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_effectService.RandomEffect(effectItem);
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break;
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}
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}
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private void EnactThrowableItemEffects(ThrowableItem throwableItem)
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{
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switch (throwableItem.ThrowableItemTag)
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{
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case ThrowableItemTag.DoubleExp:
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case UsableItemTag.DoubleExp:
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GameRepo.StartDoubleEXP(TimeSpan.FromSeconds(30));
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GameRepo.CloseInventory();
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break;
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case ThrowableItemTag.TeleportToRandomLocation:
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case UsableItemTag.TeleportToRandomLocation:
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_effectService.TeleportToRandomRoom(_player);
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GameRepo.CloseInventory();
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break;
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case ThrowableItemTag.WarpToExitIfFound:
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case UsableItemTag.WarpToExitIfFound:
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_effectService.WarpToExit();
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GameRepo.CloseInventory();
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break;
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}
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if (throwableItem.HealHPAmount > 0)
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_player.HealthComponent.Heal(throwableItem.HealHPAmount);
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if (throwableItem.HealVTAmount > 0)
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_player.VTComponent.Restore(throwableItem.HealVTAmount);
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}
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private void EnactJewelItemEffects(Jewel jewel)
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