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秘境测试
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@ -2,6 +2,7 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Milimoe.FunGame.Core.Model;
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using Oshima.Core.Constant;
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using Oshima.FunGame.OshimaModules.Characters;
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using Oshima.FunGame.OshimaModules.Effects.PassiveEffects;
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using Oshima.FunGame.OshimaModules.Regions;
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@ -70,6 +71,9 @@ namespace Milimoe.FunGame.Testing.Tests
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public static async Task CharacterTest2()
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{
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int times = 0;
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int approval = 0;
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InstanceType instanceType = InstanceType.Explore;
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Character character1 = new CustomCharacter(1, "测试1-Carry", primaryAttribute: PrimaryAttribute.AGI)
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{
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Id = 2,
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@ -152,12 +156,22 @@ namespace Milimoe.FunGame.Testing.Tests
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user.Inventory.Characters.Add(character2);
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user.Inventory.Characters.Add(character3);
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user.Inventory.Characters.Add(character4);
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user.Inventory.Squad = [character1.Id, character2.Id, character3.Id, character4.Id];
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Character[] squad = [character1, character2, character3, character4];
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while (true)
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{
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character1.Recovery();
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character2.Recovery();
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character3.Recovery();
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character4.Recovery();
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character1.Effects.Clear();
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character2.Effects.Clear();
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character3.Effects.Clear();
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character4.Effects.Clear();
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times++;
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Console.WriteLine($"账户金币:{user.Inventory.Credits},材料:{user.Inventory.Materials}.");
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if (instanceType == InstanceType.Explore)
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{
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OshimaRegion region = FunGameConstant.Regions.OrderBy(o => Random.Shared.Next()).First();
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ExploreModel model = new()
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{
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@ -165,6 +179,8 @@ namespace Milimoe.FunGame.Testing.Tests
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CharacterIds = [1, 2, 3, 4],
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StartTime = DateTime.Now
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};
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approval += ((int)region.Difficulty + 1) * 4;
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Console.WriteLine($"第 {times} 次探索,难度:{CharacterSet.GetRarityTypeName(region.Difficulty)},消耗 {((int)region.Difficulty + 1) * 4} 探索许可,累计已消耗 {approval} 探索许可。");
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await FunGameService.GenerateExploreModel(model, region, [1, 2, 3, 4], user);
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Console.WriteLine(model.GetExploreInfo(user.Inventory.Characters, FunGameConstant.Regions));
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Console.WriteLine(model.String);
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@ -172,6 +188,50 @@ namespace Milimoe.FunGame.Testing.Tests
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pc2.LoadConfig();
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FunGameService.SettleExploreAll(pc2, user, true);
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pc2.SaveConfig();
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}
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else if (instanceType == InstanceType.Currency)
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{
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int difficulty = Random.Shared.Next(1, 6);
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approval += difficulty * 4;
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Console.WriteLine($"第 {times} 次探索,秘境:金币秘境,难度:{CharacterSet.GetRarityTypeName((RarityType)(difficulty - 1))},消耗 {difficulty * 4} 探索许可,累计已使用 {approval} 探索许可。");
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Console.WriteLine(await FunGameService.FightInstance(instanceType, difficulty, user, squad));
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}
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else if (instanceType == InstanceType.Material)
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{
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int difficulty = Random.Shared.Next(1, 6);
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approval += difficulty * 4;
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Console.WriteLine($"第 {times} 次探索,秘境:材料秘境,难度:{CharacterSet.GetRarityTypeName((RarityType)(difficulty - 1))},消耗 {difficulty * 4} 探索许可,累计已使用 {approval} 探索许可。");
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Console.WriteLine(await FunGameService.FightInstance(instanceType, difficulty, user, squad));
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}
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else if (instanceType == InstanceType.EXP)
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{
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int difficulty = Random.Shared.Next(1, 6);
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approval += difficulty * 4;
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Console.WriteLine($"第 {times} 次探索,秘境:经验秘境,难度:{CharacterSet.GetRarityTypeName((RarityType)(difficulty - 1))},消耗 {difficulty * 4} 探索许可,累计已使用 {approval} 探索许可。");
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Console.WriteLine(await FunGameService.FightInstance(instanceType, difficulty, user, squad));
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}
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else if (instanceType == InstanceType.RegionItem)
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{
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int difficulty = Random.Shared.Next(1, 6);
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approval += difficulty * 4;
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Console.WriteLine($"第 {times} 次探索,秘境:地区锻造材料秘境,难度:{CharacterSet.GetRarityTypeName((RarityType)(difficulty - 1))},消耗 {difficulty * 4} 探索许可,累计已使用 {approval} 探索许可。");
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Console.WriteLine(await FunGameService.FightInstance(instanceType, difficulty, user, squad));
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}
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else if (instanceType == InstanceType.CharacterLevelBreak)
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{
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int difficulty = Random.Shared.Next(1, 6);
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approval += difficulty * 4;
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Console.WriteLine($"第 {times} 次探索,秘境:角色突破材料秘境,难度:{CharacterSet.GetRarityTypeName((RarityType)(difficulty - 1))},消耗 {difficulty * 4} 探索许可,累计已使用 {approval} 探索许可。");
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Console.WriteLine(await FunGameService.FightInstance(instanceType, difficulty, user, squad));
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}
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else if (instanceType == InstanceType.SkillLevelUp)
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{
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int difficulty = Random.Shared.Next(1, 6);
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approval += difficulty * 4;
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Console.WriteLine($"第 {times} 次探索,秘境:技能升级材料秘境,难度:{CharacterSet.GetRarityTypeName((RarityType)(difficulty - 1))},消耗 {difficulty * 4} 探索许可,累计已使用 {approval} 探索许可。");
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Console.WriteLine(await FunGameService.FightInstance(instanceType, difficulty, user, squad));
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}
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Console.WriteLine($"账户金币:{user.Inventory.Credits},材料:{user.Inventory.Materials}.");
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ConsoleKey key = Console.ReadKey().Key;
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if (key == ConsoleKey.Escape)
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{
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@ -220,6 +280,41 @@ namespace Milimoe.FunGame.Testing.Tests
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if (character4.EquipSlot.Accessory1 != null) user.Inventory.Items.Add(character4.EquipSlot.Accessory1);
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if (character4.EquipSlot.Accessory2 != null) user.Inventory.Items.Add(character4.EquipSlot.Accessory2);
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}
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else if (key == ConsoleKey.Z)
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{
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instanceType = InstanceType.Explore;
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Console.WriteLine("已切换至探索模式。");
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}
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else if (key == ConsoleKey.X)
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{
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instanceType = InstanceType.Currency;
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Console.WriteLine("已切换至金币秘境模式。");
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}
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else if (key == ConsoleKey.C)
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{
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instanceType = InstanceType.Material;
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Console.WriteLine("已切换至材料秘境模式。");
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}
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else if (key == ConsoleKey.A)
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{
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instanceType = InstanceType.EXP;
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Console.WriteLine("已切换至经验秘境模式。");
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}
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else if (key == ConsoleKey.S)
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{
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instanceType = InstanceType.RegionItem;
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Console.WriteLine("已切换至地区锻造材料秘境模式。");
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}
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else if (key == ConsoleKey.D)
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{
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instanceType = InstanceType.CharacterLevelBreak;
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Console.WriteLine("已切换至角色突破材料秘境模式。");
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}
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else if (key == ConsoleKey.F)
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{
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instanceType = InstanceType.SkillLevelUp;
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Console.WriteLine("已切换至技能升级材料秘境模式。");
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}
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}
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}
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@ -232,9 +327,9 @@ namespace Milimoe.FunGame.Testing.Tests
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{
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case RoleType.Core:
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// 核心
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magicIds = [1031, 1037, 1036];
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magicIds = [1031, 1002, 1003];
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values = [(0, 39, 0), (0, 40, 0), (0, 41, 0)];
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m = FunGameService.GenerateMagicCardPack(3, QualityType.Red, magicIds, values);
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m = FunGameService.GenerateMagicCardPack(3, QualityType.Gold, magicIds, values);
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if (m != null) character.Equip(m);
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w = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 11573);
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if (w != null) character.Equip(w);
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@ -251,7 +346,7 @@ namespace Milimoe.FunGame.Testing.Tests
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// 近卫
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magicIds = [1004, 1038, 1010];
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values = [(39, 0, 0), (40, 0, 0), (41, 0, 0)];
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m = FunGameService.GenerateMagicCardPack(3, QualityType.Red, magicIds, values);
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m = FunGameService.GenerateMagicCardPack(3, QualityType.Gold, magicIds, values);
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if (m != null) character.Equip(m);
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w = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 11579);
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if (w != null) character.Equip(w);
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@ -268,7 +363,7 @@ namespace Milimoe.FunGame.Testing.Tests
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// 辅助
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magicIds = [1049, 1020, 1031];
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values = [(37, 0, 2), (0, 10, 30), (0, 10, 31)];
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m = FunGameService.GenerateMagicCardPack(3, QualityType.Red, magicIds, values);
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m = FunGameService.GenerateMagicCardPack(3, QualityType.Gold, magicIds, values);
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if (m != null) character.Equip(m);
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w = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 11578);
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if (w != null) character.Equip(w);
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@ -285,7 +380,7 @@ namespace Milimoe.FunGame.Testing.Tests
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// 治疗
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magicIds = [1012, 1044, 1045];
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values = [(0, 0, 39), (0, 0, 40), (0, 0, 41)];
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m = FunGameService.GenerateMagicCardPack(3, QualityType.Red, magicIds, values);
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m = FunGameService.GenerateMagicCardPack(3, QualityType.Gold, magicIds, values);
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if (m != null) character.Equip(m);
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w = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 11578);
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if (w != null) character.Equip(w);
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