refactor(jewel): emit AOS attributes via AosAttributes.GetProperties
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3 changed files with 81 additions and 119 deletions
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@ -0,0 +1,36 @@
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using Server.Items;
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using Xunit;
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namespace UOContent.Tests;
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[Collection("Sequential UOContent Tests")]
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public class BaseJewelPropertiesTests
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{
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[Fact]
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public void Jewel_AttributeLineSet_Preserved()
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{
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var ring = new GoldRing();
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try
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{
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ring.Attributes.DefendChance = 5;
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ring.Attributes.BonusStr = 10;
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ring.Attributes.Luck = 100;
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ring.Attributes.NightSight = 1;
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ring.Attributes.SpellChanneling = 1;
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ring.Attributes.IncreasedKarmaLoss = 3;
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var map = ItemOplTestHelper.DecodeAttributeLines(ring);
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Assert.Equal("5", map[1060408]); // DefendChance
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Assert.Equal("10", map[1060485]); // BonusStr
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Assert.Equal("100", map[1060436]); // Luck (raw; jewel has no luck bonus)
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Assert.Equal("", map[1060441]); // NightSight
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Assert.Equal("", map[1060482]); // SpellChanneling
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Assert.Equal("3", map[1075210]); // IncreasedKarmaLoss (Core.ML EJ)
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}
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finally
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{
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ring.Delete();
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}
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}
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}
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@ -0,0 +1,44 @@
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using System;
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using System.Buffers.Binary;
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using System.Collections.Generic;
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using System.Text;
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using Server;
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namespace UOContent.Tests;
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public static class ItemOplTestHelper
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{
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// Builds the item's OPL and returns attribute/property cliloc lines (>= 1060000),
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// ignoring base-item lines (name, weight, etc.) so tests isolate the attribute surface.
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public static Dictionary<int, string> DecodeAttributeLines(Item item)
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{
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var opl = new ObjectPropertyList(item);
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item.GetProperties(opl);
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opl.Terminate();
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var buffer = opl.Buffer;
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var map = new Dictionary<int, string>();
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var pos = 15;
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while (true)
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{
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var cliloc = BinaryPrimitives.ReadInt32BigEndian(buffer.AsSpan(pos));
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pos += 4;
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if (cliloc == 0)
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{
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break;
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}
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var byteLen = BinaryPrimitives.ReadUInt16BigEndian(buffer.AsSpan(pos));
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pos += 2;
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var arg = Encoding.Unicode.GetString(buffer, pos, byteLen);
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pos += byteLen;
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if (cliloc is >= 1060000 and < 1080000)
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{
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map[cliloc] = arg;
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}
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}
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return map;
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}
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}
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@ -389,125 +389,7 @@ public abstract partial class BaseJewel : Item, ICraftable, IAosItem
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list.Add(1061078, prop); // artifact rarity ~1_val~
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}
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if ((prop = Attributes.WeaponDamage) != 0)
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{
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list.Add(1060401, prop); // damage increase ~1_val~%
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}
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if ((prop = Attributes.DefendChance) != 0)
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{
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list.Add(1060408, prop); // defense chance increase ~1_val~%
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}
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if ((prop = Attributes.BonusDex) != 0)
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{
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list.Add(1060409, prop); // dexterity bonus ~1_val~
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}
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if ((prop = Attributes.EnhancePotions) != 0)
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{
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list.Add(1060411, prop); // enhance potions ~1_val~%
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}
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if ((prop = Attributes.CastRecovery) != 0)
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{
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list.Add(1060412, prop); // faster cast recovery ~1_val~
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}
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if ((prop = Attributes.CastSpeed) != 0)
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{
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list.Add(1060413, prop); // faster casting ~1_val~
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}
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if ((prop = Attributes.AttackChance) != 0)
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{
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list.Add(1060415, prop); // hit chance increase ~1_val~%
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}
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if ((prop = Attributes.BonusHits) != 0)
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{
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list.Add(1060431, prop); // hit point increase ~1_val~
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}
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if ((prop = Attributes.BonusInt) != 0)
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{
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list.Add(1060432, prop); // intelligence bonus ~1_val~
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}
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if ((prop = Attributes.LowerManaCost) != 0)
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{
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list.Add(1060433, prop); // lower mana cost ~1_val~%
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}
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if ((prop = Attributes.LowerRegCost) != 0)
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{
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list.Add(1060434, prop); // lower reagent cost ~1_val~%
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}
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if ((prop = Attributes.Luck) != 0)
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{
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list.Add(1060436, prop); // luck ~1_val~
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}
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if ((prop = Attributes.BonusMana) != 0)
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{
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list.Add(1060439, prop); // mana increase ~1_val~
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}
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if ((prop = Attributes.RegenMana) != 0)
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{
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list.Add(1060440, prop); // mana regeneration ~1_val~
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}
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if (Attributes.NightSight != 0)
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{
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list.Add(1060441); // night sight
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}
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if ((prop = Attributes.ReflectPhysical) != 0)
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{
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list.Add(1060442, prop); // reflect physical damage ~1_val~%
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}
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if ((prop = Attributes.RegenStam) != 0)
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{
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list.Add(1060443, prop); // stamina regeneration ~1_val~
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}
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if ((prop = Attributes.RegenHits) != 0)
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{
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list.Add(1060444, prop); // hit point regeneration ~1_val~
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}
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if (Attributes.SpellChanneling != 0)
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{
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list.Add(1060482); // spell channeling
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}
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if ((prop = Attributes.SpellDamage) != 0)
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{
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list.Add(1060483, prop); // spell damage increase ~1_val~%
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}
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if ((prop = Attributes.BonusStam) != 0)
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{
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list.Add(1060484, prop); // stamina increase ~1_val~
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}
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if ((prop = Attributes.BonusStr) != 0)
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{
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list.Add(1060485, prop); // strength bonus ~1_val~
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}
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if ((prop = Attributes.WeaponSpeed) != 0)
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{
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list.Add(1060486, prop); // swing speed increase ~1_val~%
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}
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if (Core.ML && (prop = Attributes.IncreasedKarmaLoss) != 0)
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{
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list.Add(1075210, prop); // Increased Karma Loss ~1val~%
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}
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Attributes.GetProperties(list);
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AddResistanceProperties(list);
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