Initial Combat Implementation
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namespace ProjectM.Simulation
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{
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/// <summary>Stable, index-independent key for an authored ability definition in the AbilityDatabase blob.</summary>
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public enum AbilityId : byte
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{
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None = 0,
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Primary = 1,
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FastLight = 2,
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SlowHeavy = 3,
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}
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/// <summary>Stable key for an authored character-stats definition in the AbilityDatabase blob.</summary>
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public enum CharacterId : byte
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{
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None = 0,
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Default = 1,
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}
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/// <summary>
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/// Which base stat a <see cref="StatModifier"/> targets. Replicated as a raw byte on the modifier
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/// buffer to keep the generated ghost serializer trivial; mapped back to this enum only in StatMath.
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/// </summary>
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public enum StatTarget : byte
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{
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Damage = 0,
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CooldownTicks = 1,
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Range = 2,
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ProjectileSpeed = 3,
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AutoTargetRange = 4,
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AutoTargetConeRadians = 5,
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MoveSpeed = 6,
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TurnRate = 7,
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MaxHealth = 8,
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}
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/// <summary>How a <see cref="StatModifier"/> combines into the effective stat.</summary>
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public enum ModOp : byte
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{
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Flat = 0, // additive: + Value
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PercentAdd = 1, // additive percent, pooled into (1 + sum Value)
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PercentMult = 2, // multiplicative percent, product of (1 + Value)
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}
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}
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