ace/Source/ACE.Entity/Models/Biota.cs
Mag-nus 885ff2964d
Add order to BiotaPropertiesPalette (#2892)
This fixes corpse palette ordering after a server restart
2020-04-11 16:19:48 -05:00

57 lines
2.8 KiB
C#

using System;
using System.Collections.Generic;
using ACE.Entity.Enum;
using ACE.Entity.Enum.Properties;
namespace ACE.Entity.Models
{
/// <summary>
/// Only populated collections and dictionaries are initialized.
/// We do this to conserve memory in ACE.Server
/// Be sure to check for null first.
/// </summary>
public class Biota : IWeenie
{
public uint Id { get; set; }
public uint WeenieClassId { get; set; }
public WeenieType WeenieType { get; set; }
public IDictionary<PropertyBool, bool> PropertiesBool { get; set; }
public IDictionary<PropertyDataId, uint> PropertiesDID { get; set; }
public IDictionary<PropertyFloat, double> PropertiesFloat { get; set; }
public IDictionary<PropertyInstanceId, uint> PropertiesIID { get; set; }
public IDictionary<PropertyInt, int> PropertiesInt { get; set; }
public IDictionary<PropertyInt64, long> PropertiesInt64 { get; set; }
public IDictionary<PropertyString, string> PropertiesString { get; set; }
public IDictionary<PositionType, PropertiesPosition> PropertiesPosition { get; set; }
public IDictionary<int, float /* probability */> PropertiesSpellBook { get; set; }
public IList<PropertiesAnimPart> PropertiesAnimPart { get; set; }
public IList<PropertiesPalette> PropertiesPalette { get; set; }
public IList<PropertiesTextureMap> PropertiesTextureMap { get; set; }
// Properties for all world objects that typically aren't modified over the original weenie
public ICollection<PropertiesCreateList> PropertiesCreateList { get; set; }
public ICollection<PropertiesEmote> PropertiesEmote { get; set; }
public HashSet<int> PropertiesEventFilter { get; set; }
public IList<PropertiesGenerator> PropertiesGenerator { get; set; }
// Properties for creatures
public IDictionary<PropertyAttribute, PropertiesAttribute> PropertiesAttribute { get; set; }
public IDictionary<PropertyAttribute2nd, PropertiesAttribute2nd> PropertiesAttribute2nd { get; set; }
public IDictionary<CombatBodyPart, PropertiesBodyPart> PropertiesBodyPart { get; set; }
public IDictionary<Skill, PropertiesSkill> PropertiesSkill { get; set; }
// Properties for books
public PropertiesBook PropertiesBook { get; set; }
public IList<PropertiesBookPageData> PropertiesBookPageData { get; set; }
// Biota additions over Weenie
public IDictionary<uint /* Character ID */, PropertiesAllegiance> PropertiesAllegiance { get; set; }
public ICollection<PropertiesEnchantmentRegistry> PropertiesEnchantmentRegistry { get; set; }
public IDictionary<uint /* Player GUID */, bool /* Storage */> HousePermissions { get; set; }
}
}