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Domain.cs
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Domain.cs
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using System;
using System.Collections.Generic;
using Unity.Mathematics;
namespace VRising.PVP.Domain
{
public class Blood {
public enum DebugBloodType
{
Frailed = 0,
Creature = 1897056612,
Warrior = -1128238456,
Rogue = -1030822544,
Brute = -1464869978,
Scholar = -700632469,
Worker = -1342764880
}
public enum BloodType
{
Frailed = -899826404,
Creature = -77658840,
Warrior = -1094467405,
Rogue = 793735874,
Brute = 581377887,
Scholar = -586506765,
Worker = -540707191
}
public static DebugBloodType GetDebugBloodTypeByName(string name)
{
var bloodTypeMap = new Dictionary<string, DebugBloodType>()
{
{"frailed", DebugBloodType.Frailed},
{"creature", DebugBloodType.Creature},
{"warrior", DebugBloodType.Warrior},
{"rogue", DebugBloodType.Rogue},
{"brute", DebugBloodType.Brute},
{"scholar", DebugBloodType.Scholar},
{"worker", DebugBloodType.Worker},
};
if (bloodTypeMap.TryGetValue(name, out DebugBloodType bloodType))
return bloodType;
else
return DebugBloodType.Frailed;
}
public static BloodType GetBloodTypeByName(string name)
{
var bloodTypeMap = new Dictionary<string, BloodType>()
{
{"frailed", BloodType.Frailed},
{"creature", BloodType.Creature},
{"warrior", BloodType.Warrior},
{"rogue", BloodType.Rogue},
{"brute", BloodType.Brute},
{"scholar", BloodType.Scholar},
{"worker", BloodType.Worker},
};
if (bloodTypeMap.TryGetValue(name, out BloodType bloodType))
return bloodType;
else
return BloodType.Frailed;
}
public static DebugBloodType GetDebugBloodTypeByBloodType(BloodType bloodType)
{
var bloodTypeMap = new Dictionary<BloodType, DebugBloodType>()
{
{BloodType.Frailed, DebugBloodType.Frailed},
{BloodType.Creature, DebugBloodType.Creature},
{BloodType.Warrior, DebugBloodType.Warrior},
{BloodType.Rogue, DebugBloodType.Rogue},
{BloodType.Brute, DebugBloodType.Brute},
{BloodType.Scholar, DebugBloodType.Scholar},
{BloodType.Worker, DebugBloodType.Worker},
};
if (bloodTypeMap.TryGetValue(bloodType, out DebugBloodType debugBloodType))
return debugBloodType;
else
return DebugBloodType.Frailed;
}
}
struct NullableInt
{
public int value;
public bool has_value;
}
struct NullableFloat3
{
public float3 value;
public bool has_value;
}
public class Item
{
public enum ItemGUID
{
BloodmoonChestguard = 488592933,
BloodmoonGloves = 1634690081,
BloodmoonLeggings = 1292986377,
BloodmoonBoots = -556769032,
ShardOfTheFrozenCrypt = 1380368392,
JewelOfTheWickedProphet = -175650376,
NightstoneOfTheBeast = -296161379,
SanguineAxes = -2044057823,
SanguineSlashers = 1322545846,
SanguineReaper = -2053917766,
SanguineSpear = -850142339,
SanguineCrossbow = 1389040540,
SanguineMace = -126076280,
SanguineSword = -774462329,
GeneralsSoulReaper = 1887724512,
RoyalMantleOfAshfolkKings = 584164197
}
public static int[] DefaultItemKit = new int[] {
(int)ItemGUID.BloodmoonChestguard,
(int)ItemGUID.BloodmoonGloves,
(int)ItemGUID.BloodmoonLeggings,
(int)ItemGUID.BloodmoonBoots,
(int)ItemGUID.ShardOfTheFrozenCrypt,
(int)ItemGUID.JewelOfTheWickedProphet,
(int)ItemGUID.NightstoneOfTheBeast,
(int)ItemGUID.SanguineAxes,
(int)ItemGUID.SanguineSlashers,
(int)ItemGUID.SanguineReaper,
(int)ItemGUID.SanguineSpear,
(int)ItemGUID.SanguineCrossbow,
(int)ItemGUID.SanguineMace,
(int)ItemGUID.SanguineSword,
(int)ItemGUID.GeneralsSoulReaper,
(int)ItemGUID.RoyalMantleOfAshfolkKings
};
}
}