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/////////////////////////////////////////////////////////////////// | ||
// This file contains modified code from 'Ryzom - MMORPG Framework' | ||
// http://dev.ryzom.com/projects/ryzom/ | ||
// which is released under GNU Affero General Public License. | ||
// http://www.gnu.org/licenses/ | ||
// Copyright 2010 Winch Gate Property Limited | ||
/////////////////////////////////////////////////////////////////// | ||
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namespace Client.Brick; | ||
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public static class BrickFamilyHelper | ||
{ | ||
public static BrickFamily ToSBrickFamily(string str) | ||
{ | ||
// Implement string to TBrickFamily conversion logic here | ||
return BrickFamily.Unknown; // default return value | ||
} | ||
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public static string ToString(BrickFamily family) | ||
{ | ||
// Implement TBrickFamily to string conversion logic here | ||
return family.ToString(); | ||
} | ||
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public static bool IsRootFamily(BrickFamily family) | ||
{ | ||
return (family >= BrickFamily.BeginCombatRoot && family <= BrickFamily.EndCombatRoot) || | ||
(family >= BrickFamily.BeginMagicRoot && family <= BrickFamily.EndMagicRoot) || | ||
(family >= BrickFamily.BeginFaberRoot && family <= BrickFamily.EndFaberRoot) || | ||
(family >= BrickFamily.BeginHarvestRoot && family <= BrickFamily.EndHarvestRoot) || | ||
(family >= BrickFamily.BeginForageProspectionRoot && family <= BrickFamily.EndForageProspectionRoot) || | ||
(family >= BrickFamily.BeginForageExtractionRoot && family <= BrickFamily.EndForageExtractionRoot) || | ||
(family >= BrickFamily.BeginPowerRoot && family <= BrickFamily.EndPowerRoot) || | ||
(family >= BrickFamily.BeginProcEnchantement && family <= BrickFamily.EndProcEnchantement); | ||
} | ||
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public static bool IsMandatoryFamily(BrickFamily family) | ||
{ | ||
return (family >= BrickFamily.BeginCombatMandatory && family <= BrickFamily.EndCombatMandatory) || | ||
(family >= BrickFamily.BeginMagicMandatory && family <= BrickFamily.EndMagicMandatory) || | ||
(family >= BrickFamily.BeginFaberMandatory && family <= BrickFamily.EndFaberMandatory) || | ||
(family >= BrickFamily.BeginHarvestMandatory && family <= BrickFamily.EndHarvestMandatory) || | ||
(family >= BrickFamily.BeginForageProspectionMandatory && family <= BrickFamily.EndForageProspectionMandatory) || | ||
(family >= BrickFamily.BeginForageExtractionMandatory && family <= BrickFamily.EndForageExtractionMandatory) || | ||
(family >= BrickFamily.BeginPowerMandatory && family <= BrickFamily.EndPowerMandatory); | ||
} | ||
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public static bool IsOptionFamily(BrickFamily family) | ||
{ | ||
return (family >= BrickFamily.BeginCombatOption && family <= BrickFamily.EndCombatOption) || | ||
(family >= BrickFamily.BeginMagicOption && family <= BrickFamily.EndMagicOption) || | ||
(family >= BrickFamily.BeginFaberOption && family <= BrickFamily.EndFaberOption) || | ||
(family >= BrickFamily.BeginHarvestOption && family <= BrickFamily.EndHarvestOption) || | ||
(family >= BrickFamily.BeginForageProspectionOption && family <= BrickFamily.EndForageProspectionOption) || | ||
(family >= BrickFamily.BeginForageExtractionOption && family <= BrickFamily.EndForageExtractionOption); | ||
} | ||
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public static bool IsCreditFamily(BrickFamily family) | ||
{ | ||
return (family >= BrickFamily.BeginCombatCredit && family <= BrickFamily.EndCombatCredit) || | ||
(family >= BrickFamily.BeginMagicCredit && family <= BrickFamily.EndMagicCredit) || | ||
(family >= BrickFamily.BeginFaberCredit && family <= BrickFamily.EndFaberCredit) || | ||
(family >= BrickFamily.BeginHarvestCredit && family <= BrickFamily.EndHarvestCredit) || | ||
(family >= BrickFamily.BeginForageProspectionCredit && family <= BrickFamily.EndForageProspectionCredit) || | ||
(family >= BrickFamily.BeginForageExtractionCredit && family <= BrickFamily.EndForageExtractionCredit) || | ||
(family >= BrickFamily.BeginMagicPowerCredit && family <= BrickFamily.EndMagicPowerCredit); | ||
} | ||
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public static bool IsParameterFamily(BrickFamily family) | ||
{ | ||
return (family >= BrickFamily.BeginCombatParameter && family <= BrickFamily.EndCombatParameter) || | ||
(family >= BrickFamily.BeginMagicParameter && family <= BrickFamily.EndMagicParameter) || | ||
(family >= BrickFamily.BeginFaberParameter && family <= BrickFamily.EndFaberParameter) || | ||
(family >= BrickFamily.BeginHarvestParameter && family <= BrickFamily.EndHarvestParameter) || | ||
(family >= BrickFamily.BeginForageProspectionParameter && family <= BrickFamily.EndForageProspectionParameter) || | ||
(family >= BrickFamily.BeginForageExtractionParameter && family <= BrickFamily.EndForageExtractionParameter) || | ||
(family >= BrickFamily.BeginPowerParameter && family <= BrickFamily.EndPowerParameter); | ||
} | ||
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public static bool IsCharacBuyFamily(BrickFamily family) | ||
{ | ||
return (family >= BrickFamily.BeginCharacBuy && family <= BrickFamily.EndCharacBuy); | ||
} | ||
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public static BrickType GetBrickType(BrickFamily family) | ||
{ | ||
return family switch | ||
{ | ||
>= BrickFamily.BeginCombat and <= BrickFamily.EndCombat => BrickType.COMBAT, | ||
>= BrickFamily.BeginMagic and <= BrickFamily.EndMagic => BrickType.MAGIC, | ||
>= BrickFamily.BeginFaber and <= BrickFamily.EndFaber => BrickType.FABER, | ||
>= BrickFamily.BeginHarvest and <= BrickFamily.EndHarvest => BrickType.HARVEST, | ||
>= BrickFamily.BeginForageProspection and <= BrickFamily.EndForageProspection => BrickType.FORAGE_PROSPECTION, | ||
>= BrickFamily.BeginForageExtraction and <= BrickFamily.EndForageExtraction => BrickType.FORAGE_EXTRACTION, | ||
>= BrickFamily.BeginSpecialPowers and <= BrickFamily.EndSpecialPowers => BrickType.SPECIAL_POWER, | ||
>= BrickFamily.BeginProcEnchantement and <= BrickFamily.EndProcEnchantement => BrickType.PROC_ENCHANTEMENT, | ||
>= BrickFamily.BeginTraining and <= BrickFamily.EndTraining => BrickType.TRAINING, | ||
>= BrickFamily.BeginTimedActions and <= BrickFamily.EndTimedActions => BrickType.TIMED_ACTION, | ||
>= BrickFamily.BeginBonus and <= BrickFamily.EndBonus => BrickType.BONUS, | ||
_ => BrickType.UNKNOWN | ||
}; | ||
} | ||
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public enum BrickType | ||
{ | ||
MAGIC = 0, | ||
COMBAT, | ||
FABER, | ||
FORAGE_PROSPECTION, | ||
FORAGE_EXTRACTION, | ||
HARVEST, | ||
QUARTER, | ||
TRACKING, | ||
SHOPKEEPER, | ||
TRAINING, | ||
MISCELLANEOUS, | ||
COMMERCE, | ||
SPECIAL_POWER, | ||
PROC_ENCHANTEMENT, | ||
TIMED_ACTION, | ||
BRICK_TYPE_COUNT, | ||
BONUS, | ||
UNKNOWN // Warning: Shouldn't exceed 32 | ||
}; | ||
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} |
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