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Add max drop level item property and remove hardcoded check from DefaultDropGenerator#760

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eduardosmaniotto wants to merge 2 commits intoMUnique:masterfrom
eduardosmaniotto:feature/item-max-drop-level
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Add max drop level item property and remove hardcoded check from DefaultDropGenerator#760
eduardosmaniotto wants to merge 2 commits intoMUnique:masterfrom
eduardosmaniotto:feature/item-max-drop-level

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@eduardosmaniotto eduardosmaniotto commented Apr 26, 2026

  • Created new column for item MaximumDropLevel
  • Created new project for GameLogic benchmark

@eduardosmaniotto eduardosmaniotto marked this pull request as ready for review April 26, 2026 00:54
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Summary of Changes

Hello, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed!

This pull request introduces a flexible mechanism to limit item drops based on monster levels by adding a 'MaximumDropLevel' property to item definitions. It cleans up the drop generation logic by removing hardcoded constraints and introduces a new benchmarking project to help monitor and optimize game logic performance.

Highlights

  • Data Model Update: Added a new 'MaximumDropLevel' property to the ItemDefinition class to allow restricting item drops based on monster level.
  • Game Logic Refactoring: Refactored DefaultDropGenerator to remove hardcoded checks and improve drop generation logic, including the implementation of the new maximum drop level constraint.
  • Performance Benchmarking: Introduced a new project for benchmarking game logic, specifically targeting drop generation and party-related calculations.
  • Database Migration: Added a new Entity Framework migration to include the MaximumDropLevel column in the database schema and updated existing configurations.

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Code Review

This pull request introduces a MaximumDropLevel property to ItemDefinition to restrict item drops based on monster level, specifically applied to the Jewel of Chaos. It includes database migrations, resource updates, and logic changes in DefaultDropGenerator to enforce this limit. Additionally, the PR refactors the drop generation logic for better readability and adds a comprehensive suite of benchmarks for DefaultDropGenerator and Party XP/money distribution. A critical issue was identified in the DefaultDropGenerator where the monster level item cache does not account for the socket item filter, potentially leading to incorrect cached results.

Comment thread src/GameLogic/DefaultDropGenerator.cs
Comment thread src/GameLogic/DefaultDropGenerator.cs Outdated
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