TODOs
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				@ -57,6 +57,7 @@ let pickDefense actionId player isTrainer =
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            .WithDescription("Pick a shield to protect yourself from hacks")
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					            .WithDescription("Pick a shield to protect yourself from hacks")
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    for shield in Inventory.getShields player.Inventory do
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					    for shield in Inventory.getShields player.Inventory do
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					        // TODO: This is returning a decimal so look into why
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        let hours = TimeSpan.FromMinutes(int shield.Cooldown).TotalHours
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					        let hours = TimeSpan.FromMinutes(int shield.Cooldown).TotalHours
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        let against = WeaponClass.getGoodAgainst(shield.Class) |> snd
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					        let against = WeaponClass.getGoodAgainst(shield.Class) |> snd
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        embed.AddField(shield.Item.Name, $"Active {hours} hours\nDefeats {against}", true) |> ignore
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					        embed.AddField(shield.Item.Name, $"Active {hours} hours\nDefeats {against}", true) |> ignore
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@ -81,6 +81,7 @@ let runHackerBattle defender (hack : HackItem) =
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    |> List.contains Weak
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					    |> List.contains Weak
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let updateCombatants successfulHack (attacker : PlayerData) (defender : PlayerData) (hack : HackItem) prize =
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					let updateCombatants successfulHack (attacker : PlayerData) (defender : PlayerData) (hack : HackItem) prize =
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					    // TODO: Look into the prizes and how we're handling them because it seems it can be negative
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    let updatePlayer amount attack p =
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					    let updatePlayer amount attack p =
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       { p with Events = attack::p.Events ; Bank = max (p.Bank + amount) 0<GBT> }
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					       { p with Events = attack::p.Events ; Bank = max (p.Bank + amount) 0<GBT> }
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    let event isDefenderEvent =
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					    let event isDefenderEvent =
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@ -167,6 +167,7 @@ let handleHack (ctx : IDiscordContext) =
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let handleArsenal (ctx : IDiscordContext) =
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					let handleArsenal (ctx : IDiscordContext) =
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    PlayerInteractions.executePlayerAction ctx (fun player -> async {
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					    PlayerInteractions.executePlayerAction ctx (fun player -> async {
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        let hasStockWeapons =
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					        let hasStockWeapons =
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					            // TODO: This didn't seem to work and someone was gifted both weapons when they already owned one
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            player.Inventory
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					            player.Inventory
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            |> List.choose (fun item -> if item.Id = defaultHack.Item.Id || item.Id = defaultShield.Item.Id then Some item else None)
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					            |> List.choose (fun item -> if item.Id = defaultHack.Item.Id || item.Id = defaultShield.Item.Id then Some item else None)
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            |> List.length > 0
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					            |> List.length > 0
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