Add new test config files. Add in test to read enchant modifiers for function GetModifiers(). Release Build 12193.
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@ -126,6 +126,15 @@ namespace EnchantTests
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Assert::AreEqual("Rapid Fire",player->GetAbility1().GetNameWithPlayerModifiers().c_str(),L"After unequipping Ability name should be back to normal with no modifiers applied.");
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Assert::AreEqual("Shoots #45F9FFfour#FFFFFF arrows rapidly. Total Damage: #45F9FF52#FFFFFF.",player->GetAbility1().GetDescriptionWithPlayerModifiers().c_str(),L"After unequipping Ability descriptions should be back to normal with no modifiers applied.");
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}
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TEST_METHOD(AbilityDescriptionModifiersPopulateProperly){
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ItemEnchantInfo::AbilityDescriptionModifiers modifiers{"Test Enchant"_ENC.GetModifiers()};
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Assert::AreEqual("Test",(*modifiers.preName).c_str(),L"Pre-name reads in properly");
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Assert::AreEqual("Enchant",(*modifiers.newName).c_str(),L"Replacement name reads in properly");
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Assert::IsFalse(modifiers.postName.has_value(),L"Post-name should not have a value.");
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Assert::AreEqual("Pre test",(*modifiers.preDescription).c_str(),L"Pre-description reads in properly");
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Assert::AreEqual("My Description",(*modifiers.newDescription).c_str(),L"Replacement description reads in properly");
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Assert::AreEqual("Post test",(*modifiers.postDescription).c_str(),L"Post-description reads in properly");
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}
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TEST_METHOD(HealthBoostCheck){
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Assert::AreEqual(100,player->GetMaxHealth(),L"Player starts with 100 health.");
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std::weak_ptr<Item>nullRing{Game::GiveAndEquipEnchantedRing("Aura of the Beast")};
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@ -179,7 +179,7 @@ AiL::AiL(bool testingMode){
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utils::datafile::Read(DATA,ITEM_SET_CONFIG,',',datafile::OverwriteMode::OVERWRITE);
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auto keys=DATA.GetProperty("ItemConfiguration");
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for(auto&[key,value]:keys){
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std::string config=DATA["ItemConfiguration"][key].GetString();
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std::string config=DATA["ItemConfiguration"][key].GetString();
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utils::datafile::Read(DATA,CONFIG_PATH + "item_directory"_S + config,',',datafile::OverwriteMode::OVERWRITE);
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}
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}
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 1
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#define VERSION_MINOR 3
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#define VERSION_PATCH 0
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#define VERSION_BUILD 12192
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#define VERSION_BUILD 12193
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -7,6 +7,9 @@ ItemConfiguration
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Equipment = Equipment.txt
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Weapons = Weapons.txt
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Accessories = Accessories.txt
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# Item enchants unit testing config
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Item Enchants Test Config = ItemEnchants-test.txt
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}
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Item
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{
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88
x64/Unit Testing/assets/config/items/Accessories-test.txt
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88
x64/Unit Testing/assets/config/items/Accessories-test.txt
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@ -0,0 +1,88 @@
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Fragment Description = "A small piece of concentrated material from broken down jewelry."
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# Number of fragments earned when breaking down an accessory.
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Fragment Disassemble Gain Amount = 1
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# Number of fragments and gold required to Refine an accessory.
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Fragment Refine Cost = 1, 20g
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# Number of fragments and gold required to Enchant an accessory.
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Fragment Enchant Cost = 3, 35g
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# How much to increase refined stats by with each refinement. (Ex. if the value is 20%, it takes 5 refinements at most from an item with the lowest possible stat to the max stat with 20% increments.)
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Refine Stat Increase Amount = 20%
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Equipment
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{
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Ring of the Slime King
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{
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Slot = Ring1,Ring2
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ItemCategory = Accessories
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Fragment Name = Slime King Ring Fragment
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# Uncomment to specify a custom icon for this fragment. Otherwise uses the default fragment icon with auto-detected color sampling.
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#Fragment Icon = MyIcon.png
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# See ItemStats.txt for valid stat names
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StatValues = Health,Mana,Move Spd %
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MinStats = 5,1,1
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MaxStats = 20,4,3
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SellValue = 90
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Equip Sound = Equip Accessory
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}
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Ring of the Bear
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{
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Slot = Ring1,Ring2
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ItemCategory = Accessories
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Fragment Name = Bear Ring Fragment
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# See ItemStats.txt for valid stat names
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StatValues = Health,Attack,Mana
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MinStats = 4,1,1
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MaxStats = 10,4,3
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SellValue = 75
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Equip Sound = Equip Accessory
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}
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Stone Ring
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{
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Slot = Ring1,Ring2
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ItemCategory = Accessories
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Fragment Name = Stone Ring Fragment
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# See ItemStats.txt for valid stat names
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StatValues = Defense,Health,Health %
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MinStats = 5,10,1
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MaxStats = 15,25,3
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SellValue = 130
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Equip Sound = Equip Accessory
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}
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Bird's Treasure
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{
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Slot = Ring1,Ring2
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ItemCategory = Accessories
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Fragment Name = Bird's Treasure Fragment
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# See ItemStats.txt for valid stat names
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StatValues = Move Spd %,Crit Rate,Mana
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MinStats = 1,1,2
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MaxStats = 5,3,5
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SellValue = 110
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Equip Sound = Equip Accessory
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}
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Null Ring
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{
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Slot = Ring1,Ring2
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ItemCategory = Accessories
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Fragment Name = Null Ring Fragment
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SellValue = 110
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Equip Sound = Equip Accessory
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}
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}
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35
x64/Unit Testing/assets/config/items/ItemEnchants-test.txt
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35
x64/Unit Testing/assets/config/items/ItemEnchants-test.txt
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@ -0,0 +1,35 @@
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Item Enchants
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{
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General Enchants
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{
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}
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Class Enchants
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{
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Ranger
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{
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Test Enchant
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{
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Description = "A test enchant"
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Affects = Ability 1
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Ability Settings
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{
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# Add variables here to modify what the ability's original description might state.
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# Use "Pre-Description" and "Post-Description" keys to add to the front or back of a current description string.
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# Use "Description" key to completely overwrite the default description (be careful of conflicts with another modification!)
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# Use "Pre-Name" and "Post-Name" keys to add to the front or back of a current ability name.
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# Use "Name" to completely overwrite the default ability name (be careful of conflicts with another modification!)
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Pre-Name = Test
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Name = Enchant
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Pre-Description = "Pre test"
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Description = "My Description"
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Post-Description = "Post test"
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}
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}
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}
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}
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Unique Enchants
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{
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}
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}
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