mirror of
https://github.com/ACEmulator/ACE
synced 2026-08-17 12:26:06 -04:00
57 lines
2.8 KiB
C#
57 lines
2.8 KiB
C#
using System;
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using System.Collections.Generic;
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using ACE.Entity.Enum;
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using ACE.Entity.Enum.Properties;
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namespace ACE.Entity.Models
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{
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/// <summary>
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/// Only populated collections and dictionaries are initialized.
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/// We do this to conserve memory in ACE.Server
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/// Be sure to check for null first.
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/// </summary>
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public class Biota : IWeenie
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{
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public uint Id { get; set; }
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public uint WeenieClassId { get; set; }
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public WeenieType WeenieType { get; set; }
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public IDictionary<PropertyBool, bool> PropertiesBool { get; set; }
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public IDictionary<PropertyDataId, uint> PropertiesDID { get; set; }
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public IDictionary<PropertyFloat, double> PropertiesFloat { get; set; }
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public IDictionary<PropertyInstanceId, uint> PropertiesIID { get; set; }
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public IDictionary<PropertyInt, int> PropertiesInt { get; set; }
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public IDictionary<PropertyInt64, long> PropertiesInt64 { get; set; }
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public IDictionary<PropertyString, string> PropertiesString { get; set; }
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public IDictionary<PositionType, PropertiesPosition> PropertiesPosition { get; set; }
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public IDictionary<int, float /* probability */> PropertiesSpellBook { get; set; }
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public IList<PropertiesAnimPart> PropertiesAnimPart { get; set; }
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public IList<PropertiesPalette> PropertiesPalette { get; set; }
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public IList<PropertiesTextureMap> PropertiesTextureMap { get; set; }
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// Properties for all world objects that typically aren't modified over the original weenie
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public ICollection<PropertiesCreateList> PropertiesCreateList { get; set; }
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public ICollection<PropertiesEmote> PropertiesEmote { get; set; }
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public HashSet<int> PropertiesEventFilter { get; set; }
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public IList<PropertiesGenerator> PropertiesGenerator { get; set; }
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// Properties for creatures
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public IDictionary<PropertyAttribute, PropertiesAttribute> PropertiesAttribute { get; set; }
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public IDictionary<PropertyAttribute2nd, PropertiesAttribute2nd> PropertiesAttribute2nd { get; set; }
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public IDictionary<CombatBodyPart, PropertiesBodyPart> PropertiesBodyPart { get; set; }
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public IDictionary<Skill, PropertiesSkill> PropertiesSkill { get; set; }
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// Properties for books
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public PropertiesBook PropertiesBook { get; set; }
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public IList<PropertiesBookPageData> PropertiesBookPageData { get; set; }
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// Biota additions over Weenie
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public IDictionary<uint /* Character ID */, PropertiesAllegiance> PropertiesAllegiance { get; set; }
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public ICollection<PropertiesEnchantmentRegistry> PropertiesEnchantmentRegistry { get; set; }
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public IDictionary<uint /* Player GUID */, bool /* Storage */> HousePermissions { get; set; }
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}
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}
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