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D&D: wire the Open5e magic-item registry into live gameplay
Magic items now reach players through three surfaces: zone loot drops, Luigi's "Curios" shelf, and combat effects. Effects are formulaic (Rarity scalar x Kind), mirroring the bestiary tuning pass, with an empty magicItemEffectOverlay as the hand-authored refinement path. - magic_items_gameplay.go: rarity index, magic_item_equipped persistence (new table, DnDSlot-keyed), codified effect formula, applyMagicItemEffects combat hook, potion/scroll -> ConsumableDef bridge, !adventure equip-magic - dropZoneLoot: 15% magic-item substitution roll by tier rarity - Luigi's Curios category: daily UTC-seeded 8-item rotation - combat_bridge / combat_session_build: applyMagicItemEffects after passives - consumableDefByName falls through so loot/shop potions auto-resolve - renderDnDSheet: new Magic Items section Equippable items live entirely in the DnDSlot scheme, separate from the legacy tier-gear. Attunement items equip inert until attuned (3-slot cap).
This commit is contained in:
216
internal/plugin/magic_items_gameplay_test.go
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216
internal/plugin/magic_items_gameplay_test.go
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package plugin
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import (
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"testing"
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"gogobee/internal/db"
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"maunium.net/go/mautrix/id"
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)
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// TestMagicItemsByRarityComplete — every registry item lands in exactly one
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// rarity bucket and the buckets sum back to the registry size.
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func TestMagicItemsByRarityComplete(t *testing.T) {
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idx := magicItemsByRarity()
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total := 0
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for _, items := range idx {
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total += len(items)
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}
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if total != len(magicItemRegistry) {
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t.Errorf("rarity buckets sum to %d, registry has %d", total, len(magicItemRegistry))
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}
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for r, items := range idx {
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for _, mi := range items {
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if mi.Rarity != r {
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t.Errorf("item %s (rarity %s) bucketed under %s", mi.ID, mi.Rarity, r)
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}
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}
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}
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}
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// TestPickMagicItemForRarity — picks respect the requested rarity, and the
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// Epic bucket folds in VeryRare items (the §5 loot tiers never emit VeryRare).
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func TestPickMagicItemForRarity(t *testing.T) {
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for _, r := range []DnDRarity{RarityCommon, RarityUncommon, RarityRare, RarityEpic, RarityLegendary} {
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mi, ok := pickMagicItemForRarity(r, nil)
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if !ok {
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continue // a rarity may legitimately be empty
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}
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if r == RarityEpic {
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if mi.Rarity != RarityEpic && mi.Rarity != RarityVeryRare {
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t.Errorf("Epic pick returned rarity %s", mi.Rarity)
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}
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} else if mi.Rarity != r {
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t.Errorf("pick for %s returned rarity %s", r, mi.Rarity)
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}
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}
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}
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// TestMagicItemEffectFormula — the codified Rarity+Kind formula produces the
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// expected shape of delta per kind, and rarer items hit harder.
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func TestMagicItemEffectFormula(t *testing.T) {
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weakWeapon := MagicItem{Kind: MagicItemWeapon, Rarity: RarityCommon}
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strongWeapon := MagicItem{Kind: MagicItemWeapon, Rarity: RarityLegendary}
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we, se := magicItemEffectFor(weakWeapon), magicItemEffectFor(strongWeapon)
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if we.DamageBonus <= 0 || se.DamageBonus <= we.DamageBonus {
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t.Errorf("weapon DamageBonus not monotonic: common=%v legendary=%v", we.DamageBonus, se.DamageBonus)
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}
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armor := magicItemEffectFor(MagicItem{Kind: MagicItemArmor, Rarity: RarityRare})
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if armor.DamageReductMult >= 1.0 || armor.DamageReductMult <= 0 {
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t.Errorf("armor DamageReductMult should be in (0,1), got %v", armor.DamageReductMult)
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}
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staff := magicItemEffectFor(MagicItem{Kind: MagicItemStaff, Rarity: RarityRare})
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if staff.FlatDmgStart <= 0 {
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t.Errorf("staff should grant FlatDmgStart, got %d", staff.FlatDmgStart)
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}
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potion := magicItemEffectFor(MagicItem{Kind: MagicItemPotion, Rarity: RarityRare})
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if potion != (magicItemEffect{DamageReductMult: 1.0}) {
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t.Errorf("potion should have a neutral equip effect, got %+v", potion)
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}
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}
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// TestMagicItemEffectOverlayWins — the hand-authored overlay beats the formula.
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func TestMagicItemEffectOverlayWins(t *testing.T) {
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saved := magicItemEffectOverlay
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defer func() { magicItemEffectOverlay = saved }()
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magicItemEffectOverlay = map[string]magicItemEffect{
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"test_item": {DamageBonus: 9.99, DamageReductMult: 1.0},
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}
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got := magicItemEffectFor(MagicItem{ID: "test_item", Kind: MagicItemWeapon, Rarity: RarityCommon})
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if got.DamageBonus != 9.99 {
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t.Errorf("overlay did not win: got DamageBonus %v", got.DamageBonus)
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}
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}
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// TestMagicItemConsumableBridge — potion/scroll items classify onto the
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// consumable pipeline; everything else returns nil.
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func TestMagicItemConsumableBridge(t *testing.T) {
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healPotion := MagicItem{Name: "Potion of Greater Healing", Kind: MagicItemPotion, Rarity: RarityUncommon, Value: 100}
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def := magicItemConsumableDef(healPotion)
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if def == nil || def.Effect != EffectHeal || def.Value <= 0 || def.Buyable {
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t.Errorf("healing potion classified wrong: %+v", def)
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}
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scroll := MagicItem{Name: "Scroll of Fireball", Kind: MagicItemScroll, Rarity: RarityRare, Value: 200}
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if d := magicItemConsumableDef(scroll); d == nil || d.Effect != EffectFlatDmg {
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t.Errorf("fireball scroll should be FlatDmg: %+v", d)
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}
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if d := magicItemConsumableDef(MagicItem{Kind: MagicItemWeapon, Rarity: RarityRare}); d != nil {
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t.Errorf("weapon should not produce a ConsumableDef, got %+v", d)
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}
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}
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// TestConsumableDefByNameFallsThrough — a real registry potion resolves
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// through consumableDefByName even though it's not in consumableDefs.
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func TestConsumableDefByNameFallsThrough(t *testing.T) {
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var sample MagicItem
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for _, mi := range magicItemRegistry {
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if mi.Kind == MagicItemPotion {
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sample = mi
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break
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}
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}
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if sample.Name == "" {
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t.Skip("no potion in registry to exercise the fall-through")
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}
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if def := consumableDefByName(sample.Name); def == nil {
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t.Errorf("consumableDefByName(%q) returned nil — fall-through broken", sample.Name)
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}
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}
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// TestDailyCuriosStock — the shelf is the right size, deterministic within a
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// run, and only holds real registry items.
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func TestDailyCuriosStock(t *testing.T) {
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a := dailyCuriosStock()
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b := dailyCuriosStock()
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if len(a) != curiosStockSize {
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t.Errorf("curios stock size = %d, want %d", len(a), curiosStockSize)
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}
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for i := range a {
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if a[i].ID != b[i].ID {
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t.Errorf("curios stock not deterministic at %d: %s vs %s", i, a[i].ID, b[i].ID)
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}
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if _, ok := magicItemRegistry[a[i].ID]; !ok {
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t.Errorf("curios stock item %s not in registry", a[i].ID)
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}
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}
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}
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// TestMagicItemSellTyping — potions/scrolls land as "consumable", wearables as
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// "magic_item", and Value carries the rarity-bracket coin baseline.
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func TestMagicItemSellTyping(t *testing.T) {
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potion := magicItemSell(MagicItem{Name: "P", Kind: MagicItemPotion, Rarity: RarityCommon, Value: 50})
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if potion.Type != "consumable" {
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t.Errorf("potion AdvItem type = %q, want consumable", potion.Type)
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}
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ring := magicItemSell(MagicItem{Name: "R", Kind: MagicItemRing, Rarity: RarityRare, Value: 500})
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if ring.Type != "magic_item" || ring.Value != 500 {
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t.Errorf("ring AdvItem wrong: %+v", ring)
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}
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}
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// TestEquippedMagicItemRoundTrip exercises the DB persistence layer: equip,
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// load, attunement counting, unequip.
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func TestEquippedMagicItemRoundTrip(t *testing.T) {
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dir := t.TempDir()
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db.Close()
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if err := db.Init(dir); err != nil {
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t.Fatal(err)
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}
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t.Cleanup(db.Close)
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user := id.UserID("@magic:test.invalid")
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// Pick a real attunement item and a real non-attunement item.
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var attItem, plainItem MagicItem
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for _, mi := range magicItemRegistry {
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if mi.Slot == "" {
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continue
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}
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if mi.Attunement && attItem.ID == "" {
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attItem = mi
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}
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if !mi.Attunement && plainItem.ID == "" {
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plainItem = mi
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}
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}
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if attItem.ID == "" || plainItem.ID == "" {
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t.Skip("registry lacks both an attunement and a non-attunement slotted item")
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}
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if err := equipMagicItem(user, attItem.Slot, attItem.ID, true); err != nil {
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t.Fatalf("equip attunement item: %v", err)
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}
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// Equip the plain item into a distinct slot so it doesn't overwrite the
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// attunement item (the classifier may give both the same slot).
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plainSlot := DnDSlotRing1
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if plainSlot == attItem.Slot {
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plainSlot = DnDSlotRing2
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}
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if err := equipMagicItem(user, plainSlot, plainItem.ID, false); err != nil {
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t.Fatalf("equip plain item: %v", err)
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}
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equipped, err := loadEquippedMagicItems(user)
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if err != nil {
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t.Fatalf("load: %v", err)
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}
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if len(equipped) != 2 {
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t.Fatalf("expected 2 equipped items, got %d", len(equipped))
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}
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if countAttunedMagicItems(equipped) != 1 {
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t.Errorf("attuned count = %d, want 1", countAttunedMagicItems(equipped))
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}
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if err := unequipMagicItem(user, attItem.Slot); err != nil {
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t.Fatalf("unequip: %v", err)
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}
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equipped, _ = loadEquippedMagicItems(user)
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if countAttunedMagicItems(equipped) != 0 {
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t.Errorf("attuned count after unequip = %d, want 0", countAttunedMagicItems(equipped))
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}
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}
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