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Create CharacterJobPreBBType.cs (pre-bb job type definitions)
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MapleLib/WzLib/WzStructure/Data/CharacterStructure/CharacterJobPreBBType.cs
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/*Copyright(c) 2024, LastBattle https://github.com/lastbattle/Harepacker-resurrected | ||
Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
The above copyright notice and this permission notice shall be included in all | ||
copies or substantial portions of the Software. | ||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||
SOFTWARE. | ||
*/ | ||
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using System.Collections.Generic; | ||
using System.Linq; | ||
using System.Text.RegularExpressions; | ||
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namespace MapleLib.WzLib.WzStructure.Data.CharacterStructure | ||
{ | ||
/// <summary> | ||
/// The bitfield values for job categories | ||
/// for Quest Act.img 'job' WZ values before big-bang update. | ||
/// </summary> | ||
public enum CharacterJobPreBBType | ||
{ | ||
None = 0x0, | ||
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// Basic Classes (0x1 - 0x20) | ||
Beginner = 0x1, // 0 | ||
ExplorerWarrior = 0x2, // 100 | ||
ExplorerMagician = 0x4, // 200 | ||
ExplorerArcher = 0x8, // 300 | ||
ExplorerThief = 0x10, // 400 | ||
ExplorerPirate = 0x20, // 500 | ||
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// Cygnus Knights (0x400 - 0x8000) | ||
Noblesse = 0x400, // 1000 | ||
DawnWarrior = 0x800, // 1100 | ||
BlazeWizard = 0x1000, // 1200 | ||
WindArcher = 0x2000, // 1300 | ||
NightWalker = 0x4000, // 1400 | ||
ThunderBreaker = 0x8000, // 1500 | ||
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// Heroes/Legends (0x20000 - 0x400000) | ||
Evan = 0x20000, // 2001, 2200 | ||
Aran = 0x100000, // 2000, 2001 | ||
AranWarrior = 0x200000, // 2100 | ||
EvanMagician = 0x400000, // 2001, 2200 | ||
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// Resistance (0x40000000) | ||
Resistance = 0x40000000, // 3000, 3200, 3300, 3500 | ||
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// Combined Group Masks | ||
AllExplorers = ExplorerWarrior | ExplorerMagician | ExplorerArcher | ExplorerThief | ExplorerPirate, | ||
AllCygnus = DawnWarrior | BlazeWizard | WindArcher | NightWalker | ThunderBreaker, | ||
AllHeroes = Aran | AranWarrior | Evan | EvanMagician, | ||
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// Class Type Masks (for similar class types across factions) | ||
AllWarriors = ExplorerWarrior | DawnWarrior | AranWarrior, | ||
AllMagicians = ExplorerMagician | BlazeWizard | Evan | EvanMagician, | ||
AllArchers = ExplorerArcher | WindArcher, | ||
AllThieves = ExplorerThief | NightWalker, | ||
AllPirates = ExplorerPirate | ThunderBreaker | ||
} | ||
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public static class CharacterJobPreBBTypeExt | ||
{ | ||
public static IEnumerable<CharacterJob> DecodeJobCodes(this CharacterJobPreBBType encoded) | ||
{ | ||
var jobs = new List<CharacterJob>(); | ||
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// Basic Classes | ||
if (encoded.HasFlag(CharacterJobPreBBType.Beginner)) | ||
jobs.Add(CharacterJob.Beginner); | ||
if (encoded.HasFlag(CharacterJobPreBBType.ExplorerWarrior)) | ||
jobs.Add(CharacterJob.Warrior); | ||
if (encoded.HasFlag(CharacterJobPreBBType.ExplorerMagician)) | ||
jobs.Add(CharacterJob.Magician); | ||
if (encoded.HasFlag(CharacterJobPreBBType.ExplorerArcher)) | ||
jobs.Add(CharacterJob.Archer); | ||
if (encoded.HasFlag(CharacterJobPreBBType.ExplorerThief)) | ||
jobs.Add(CharacterJob.Rogue); | ||
if (encoded.HasFlag(CharacterJobPreBBType.ExplorerPirate)) | ||
jobs.Add(CharacterJob.Pirate); | ||
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// Cygnus Knights | ||
if (encoded.HasFlag(CharacterJobPreBBType.Noblesse)) | ||
jobs.Add(CharacterJob.Noblesse); | ||
if (encoded.HasFlag(CharacterJobPreBBType.DawnWarrior)) | ||
jobs.Add(CharacterJob.DawnWarrior1); | ||
if (encoded.HasFlag(CharacterJobPreBBType.BlazeWizard)) | ||
jobs.Add(CharacterJob.BlazeWizard1); | ||
if (encoded.HasFlag(CharacterJobPreBBType.WindArcher)) | ||
jobs.Add(CharacterJob.WindArcher1); | ||
if (encoded.HasFlag(CharacterJobPreBBType.NightWalker)) | ||
jobs.Add(CharacterJob.NightWalker1); | ||
if (encoded.HasFlag(CharacterJobPreBBType.ThunderBreaker)) | ||
jobs.Add(CharacterJob.ThunderBreaker1); | ||
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// Heroes/Legends | ||
if (encoded.HasFlag(CharacterJobPreBBType.Evan)) | ||
{ | ||
jobs.Add(CharacterJob.EvanBeginner); | ||
jobs.Add(CharacterJob.Evan1); | ||
} | ||
if (encoded.HasFlag(CharacterJobPreBBType.Aran)) | ||
{ | ||
jobs.Add(CharacterJob.AranBeginner); | ||
jobs.Add(CharacterJob.EvanBeginner); | ||
} | ||
if (encoded.HasFlag(CharacterJobPreBBType.AranWarrior)) | ||
jobs.Add(CharacterJob.Aran1); | ||
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if (encoded.HasFlag(CharacterJobPreBBType.EvanMagician)) | ||
{ | ||
jobs.Add(CharacterJob.EvanBeginner); | ||
jobs.Add(CharacterJob.Evan1); | ||
} | ||
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// Resistance | ||
if (encoded.HasFlag(CharacterJobPreBBType.Resistance)) | ||
{ | ||
jobs.Add(CharacterJob.Citizen); | ||
jobs.Add(CharacterJob.BattleMage1); | ||
jobs.Add(CharacterJob.WildHunter1); | ||
jobs.Add(CharacterJob.Mechanic1); | ||
} | ||
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return jobs.Distinct().OrderBy(x => (int)x); | ||
} | ||
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public static CharacterJobPreBBType EncodeJobs(IEnumerable<int> jobs) | ||
{ | ||
CharacterJobPreBBType encoded = CharacterJobPreBBType.None; | ||
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foreach (var job in jobs) | ||
{ | ||
switch (job) | ||
{ | ||
case 0: encoded |= CharacterJobPreBBType.Beginner; break; | ||
case 100: encoded |= CharacterJobPreBBType.ExplorerWarrior; break; | ||
case 200: encoded |= CharacterJobPreBBType.ExplorerMagician; break; | ||
case 300: encoded |= CharacterJobPreBBType.ExplorerArcher; break; | ||
case 400: encoded |= CharacterJobPreBBType.ExplorerThief; break; | ||
case 500: encoded |= CharacterJobPreBBType.ExplorerPirate; break; | ||
case 1000: encoded |= CharacterJobPreBBType.Noblesse; break; | ||
case 1100: encoded |= CharacterJobPreBBType.DawnWarrior; break; | ||
case 1200: encoded |= CharacterJobPreBBType.BlazeWizard; break; | ||
case 1300: encoded |= CharacterJobPreBBType.WindArcher; break; | ||
case 1400: encoded |= CharacterJobPreBBType.NightWalker; break; | ||
case 1500: encoded |= CharacterJobPreBBType.ThunderBreaker; break; | ||
case 2000: | ||
encoded |= CharacterJobPreBBType.Aran; | ||
break; | ||
case 2100: | ||
encoded |= CharacterJobPreBBType.AranWarrior; | ||
break; | ||
case 2001: | ||
encoded |= CharacterJobPreBBType.Evan; | ||
break; | ||
case 2200: | ||
encoded |= CharacterJobPreBBType.EvanMagician; | ||
break; | ||
case 3000: | ||
case 3200: | ||
case 3300: | ||
case 3500: | ||
encoded |= CharacterJobPreBBType.Resistance; | ||
break; | ||
} | ||
} | ||
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return encoded; | ||
} | ||
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/// <summary> | ||
/// Gets the formatted job name from enum | ||
/// </summary> | ||
/// <param name="job"></param> | ||
/// <returns></returns> | ||
public static string GetFormattedJobName(this CharacterJobPreBBType job) | ||
{ | ||
string jobName = job.ToString(); | ||
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// Add spaces between words | ||
jobName = string.Concat(jobName.Select(x => char.IsUpper(x) ? " " + x : x.ToString())).Trim(); | ||
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return jobName; | ||
} | ||
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// Helper methods for common job checks | ||
public static bool IsExplorer(this CharacterJobPreBBType codes) => (codes & CharacterJobPreBBType.AllExplorers) != 0; | ||
public static bool IsCygnus(this CharacterJobPreBBType codes) => (codes & CharacterJobPreBBType.AllCygnus) != 0; | ||
public static bool IsHero(this CharacterJobPreBBType codes) => (codes & CharacterJobPreBBType.AllHeroes) != 0; | ||
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public static bool IsWarrior(this CharacterJobPreBBType codes) => (codes & CharacterJobPreBBType.AllWarriors) != 0; | ||
public static bool IsMagician(this CharacterJobPreBBType codes) => (codes & CharacterJobPreBBType.AllMagicians) != 0; | ||
public static bool IsArcher(this CharacterJobPreBBType codes) => (codes & CharacterJobPreBBType.AllArchers) != 0; | ||
public static bool IsThief(this CharacterJobPreBBType codes) => (codes & CharacterJobPreBBType.AllThieves) != 0; | ||
public static bool IsPirate(this CharacterJobPreBBType codes) => (codes & CharacterJobPreBBType.AllPirates) != 0; | ||
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// Helper method to convert from integer to JobCodes enum | ||
public static CharacterJobPreBBType ToJobCodes(this int encoded) => (CharacterJobPreBBType)encoded; | ||
} | ||
} |