huge refactor
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e5ebe05571
commit
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29 changed files with 3184 additions and 340 deletions
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@ -10,11 +10,25 @@ public enum EntityCategory
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Npc,
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WorldItem,
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Chest,
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Shrine,
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Portal,
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AreaTransition,
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Effect,
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Terrain,
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MiscObject,
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Waypoint,
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Door,
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Doodad,
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TownPortal,
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Critter,
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}
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public enum MonsterRarity
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{
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White,
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Magic,
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Rare,
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Unique,
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}
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public enum MonsterThreatLevel
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@ -39,4 +53,15 @@ public record EntitySnapshot
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public int LifeTotal { get; init; }
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public bool IsTargetable { get; init; }
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public HashSet<string>? Components { get; init; }
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// Classification
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public MonsterRarity Rarity { get; init; }
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public List<string>? ModNames { get; init; }
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public string? TransitionName { get; init; }
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public string? Metadata { get; init; }
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// Action state (from Actor component)
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public short ActionId { get; init; }
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public bool IsAttacking { get; init; }
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public bool IsMoving { get; init; }
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}
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@ -1,9 +0,0 @@
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namespace Roboto.Core;
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public interface IMemoryProvider
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{
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bool IsAttached { get; }
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bool Attach();
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void Detach();
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GameState ReadGameState(GameState? previous);
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}
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@ -4,9 +4,12 @@ public record SkillState
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{
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public int SlotIndex { get; init; }
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public ushort ScanCode { get; init; }
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public short SkillId { get; init; }
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public string? Name { get; init; }
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public string? InternalName { get; init; }
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public int ChargesCurrent { get; init; }
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public int ChargesMax { get; init; }
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public float CooldownRemaining { get; init; }
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public bool CanUse => CooldownRemaining <= 0 && ChargesCurrent > 0;
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public bool CanBeUsed { get; init; }
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public bool CanUse => CanBeUsed && CooldownRemaining <= 0;
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}
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