Converting Tests back to C# but still with Playwright
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@inject IImmortalSelectionService FilterService
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@implements IDisposable
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<FormLayoutComponent>
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<InfoBodyComponent>
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<InfoQuestionComponent>
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What is this tool?
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</InfoQuestionComponent>
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<InfoAnswerComponent>
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This is a calculator to determine build timings. Mostly so someone can quickly try out a few build
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orders to see if they somewhat make sense.
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</InfoAnswerComponent>
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</InfoBodyComponent>
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<InfoBodyComponent>
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<InfoQuestionComponent>
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How does it work?
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</InfoQuestionComponent>
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<InfoAnswerComponent>
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The tool calculates every second of game time. So if you attempt to build a <b>Legion Hall</b> as
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your first action, the tool will scan every second, until you get to one where the request can be
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made. In this case, that is interval 58.
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<br/>
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<br/>
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If you then build 2 <b>Apostle of Bindings</b> a <b>Soul Foundry</b> and a 3 <b>Absolvers</b> you
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should see yourself roughly floating 500 alloy, with barely having any ether. Which means you could
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of gotten an <b>Acropolis</b> and a <b>Zentari</b> without hurting your build.
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<br/>
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<br/>
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Try building <b>Apostle of Bindings</b> before the <b>Legion Hall</b> and see how that changes the
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timing of your 3 <b>Absolvers</b>. (Spoiler:
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<SpoilerTextComponent> your <b>Absolvers</b> will be built much faster, and you won't be floating so
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much alloy.
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</SpoilerTextComponent>
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)
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</InfoAnswerComponent>
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</InfoBodyComponent>
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<InfoBodyComponent>
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<InfoQuestionComponent>
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What is CONTROL key for?
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</InfoQuestionComponent>
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<InfoAnswerComponent>
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Economy and tech related upgrades for townhalls.
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</InfoAnswerComponent>
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</InfoBodyComponent>
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<InfoBodyComponent>
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<InfoQuestionComponent>
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What is SHIFT key for?
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</InfoQuestionComponent>
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<InfoAnswerComponent>
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Misc building related upgrades. (Omnivores)
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</InfoAnswerComponent>
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</InfoBodyComponent>
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<InfoBodyComponent>
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<InfoQuestionComponent>
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What is 2 key for?
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</InfoQuestionComponent>
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<InfoAnswerComponent>
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It will be for Pyre camps. Currently not implemented.
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</InfoAnswerComponent>
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</InfoBodyComponent>
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</FormLayoutComponent>
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@code {
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protected override void OnInitialized()
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{
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base.OnInitialized();
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FilterService.Subscribe(StateHasChanged);
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}
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void IDisposable.Dispose()
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{
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FilterService.Unsubscribe(StateHasChanged);
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}
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}
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