refactor: Refactorized whole project structure
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**Original:** [AntiCheat](https://gothicmultiplayerteam.gitlab.io/docs/0.3.0/script-reference/server-constants/anticheat/)
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|Name |Description |
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|-- | --|
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|AC_SPEED_HACK |Represents speed hack state. |
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**Original:** [Context](https://gothicmultiplayerteam.gitlab.io/docs/0.3.0/script-reference/shared-constants/context/)
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|Name |Description |
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|-- | --|
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|DAMAGE_CTX | Represents damage script context. Damage context extends packet, that sent information about hit. |
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|EQUIPMENT_CTX | Represents equipment script context. Equipment context extends packet, that sent information about equip/unequip/use item. |
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**Original:** [Damage](https://gothicmultiplayerteam.gitlab.io/docs/0.3.0/script-reference/shared-constants/damage/)
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|Name |Description |
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|-- | --|
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|DAMAGE_UNKNOWN |Represents unknown damage type. |
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|DAMAGE_BARRIER |Represents barrier damage type. |
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|DAMAGE_BLUNT |Represents blunt (weapon) damage type. |
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|DAMAGE_EDGE |Represents edge/sharp (weapon) damage type. |
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|DAMAGE_FIRE |Represents fire damage type. |
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|DAMAGE_FLY |Represents fly damage type. |
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|DAMAGE_MAGIC |Represents magic damage type. |
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|DAMAGE_POINT |Represents point (weapon) damage type. |
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|DAMAGE_FALL |Represents fall damage type. |
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**Original:** [General](https://gothicmultiplayerteam.gitlab.io/docs/0.3.0/script-reference/shared-constants/general/)
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|Name |Description |
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|-- | --|
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|DEBUG_MODE |Represents debug mode state. |
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|CLIENT_SIDE |`true` if parsed script is on client-side, otherwise `false`. |
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|SERVER_SIDE |`true` if parsed script is on server-side, otherwise `false`. |
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@@ -1,6 +0,0 @@
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**Original:** [Hand](https://gothicmultiplayerteam.gitlab.io/docs/0.3.0/script-reference/shared-constants/hand/)
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|Name |Description |
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|-- | --|
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|HAND_LEFT |Represents npc left hand slot id. |
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|HAND_RIGHT |Represents npc right hand slot id. |
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**Original:** [Item](https://gothicmultiplayerteam.gitlab.io/docs/0.3.0/script-reference/shared-constants/item/)
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|Name |Description |
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|-- | --|
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|ITEM_CAT_NONE |Represents item flag for uncategorized items. |
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|ITEM_CAT_NF |Represents item flag for all melee weapons. |
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|ITEM_CAT_FF |Represents item flag for all ranged weapons. |
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|ITEM_CAT_MUN |Represents item flag for all types of ammunition. |
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|ITEM_CAT_ARMOR |Represents item flag for armors. |
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|ITEM_CAT_FOOD |Represents item flag for all food items. |
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|ITEM_CAT_DOCS |Represents item flag for all documents. |
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|ITEM_CAT_POTION |Represents item flag for all potions. |
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|ITEM_CAT_LIGHT |Represents item flag for all light sources (unused). |
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|ITEM_CAT_RUNE |Represents item flag for runes. |
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|ITEM_CAT_MAGIC |Represents item flag for magic items. |
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|ITEM_FLAG_DAG |Represents flag for weapons treated as daggers. |
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|ITEM_FLAG_SWD |Represents flag for weapons treated as swords. |
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|ITEM_FLAG_AXE |Represents flag for weapons treated as axes. |
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|ITEM_FLAG_2HD_SWD |Represents flag for weapons treated as two-handed swords. |
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|ITEM_FLAG_2HD_AXE |Represents flag for weapons treated as two-handed axes. |
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|ITEM_FLAG_SHIELD |Represents flag for weapons treated as shields. |
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|ITEM_FLAG_BOW |Represents flag for weapons treated as bows. |
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|ITEM_FLAG_CROSSBOW |Represents flag for weapons treated as crossbows. |
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|ITEM_FLAG_RING |Represents flag for items treated as rings. |
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|ITEM_FLAG_AMULET |Represents flag for items treated as amulets. |
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|ITEM_FLAG_BELT |Represents flag for items treated as belts. |
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|ITEM_FLAG_DROPPED |Represents flag for items that have been dropped (internal use). |
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|ITEM_FLAG_MI |Represents flag for mission items. |
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|ITEM_FLAG_MULTI |Represents flag for multi-item slots. |
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|ITEM_FLAG_NFOCUS |Represents flag for items to be ignored in focus (lighting swell). |
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|ITEM_FLAG_CREATEAMMO |Represents unused flag for weapons. |
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|ITEM_FLAG_NSPLIT |Represents flag for disabling the item splitting feature. |
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|ITEM_FLAG_DRINK |Represents flag for items that are drinks. |
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|ITEM_FLAG_TORCH |Represents flag for items treated as torches. |
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|ITEM_FLAG_THROW |Represents flag for items that can be thrown (unused). |
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|ITEM_FLAG_ACTIVE |Represents flag for items equipped in inventory. |
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|ITEM_WEAR_NO |Represents wear type for items that cannot be worn. |
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|ITEM_WEAR_TORSO |Represents wear type for items worn on the torso. |
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|ITEM_WEAR_HEAD |Represents wear type for items worn on the head. |
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|ITEM_WEAR_LIGHT |Represents unused wear type for items. |
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**Original:** [Network](https://gothicmultiplayerteam.gitlab.io/docs/0.3.0/script-reference/server-constants/network/)
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|Name |Description |
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|-- | --|
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|DISCONNECTED |Represents disconnected player state. |
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|LOST_CONNECTION |Represents lost connection player state. |
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|HAS_CRASHED |Represents crash player state. |
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**Original:** [NPC](https://gothicmultiplayerteam.gitlab.io/docs/0.3.0/script-reference/shared-constants/npc/)
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|Name |Description |
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|-- | --|
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|ATTACK_RUN |Represents attack run type. |
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|ATTACK_FORWARD |Represents attack forward type. |
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|ATTACK_LEFT |Represents attack left type. |
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|ATTACK_RIGHT |Represents attack right type. |
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|ACTION_CLEAR_QUEUE |Represents action clear queue type. |
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|ACTION_APPLY_OVERLAY |Represents action apply overlay type. |
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|ACTION_REMOVE_OVERLAY |Represents action remove overlay type. |
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|ACTION_PLAY_ANI |Represents action play ani type. |
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|ACTION_STOP_ANI |Represents action stop ani type. |
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|ACTION_EQUIP_ITEM |Represents action equip item type. |
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|ACTION_UNEQUIP_ITEM |Represents action unequip item type. |
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|ACTION_WEAPON_MODE |Represents action change weapon mode type. |
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|ACTION_DRAW_WEAPON |Represents action draw weapon type. |
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|ACTION_REMOVE_WEAPON |Represents action remove weapon type. |
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|ACTION_USE_ITEM |Represents action use item type. |
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|ACTION_USE_ITEM_TO_STATE |Represents action use item to state type. |
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|ACTION_READY_SPELL |Represents action ready spell type. |
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|ACTION_UNREADY_SPELL |Represents action unready spell type. |
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|ACTION_ATTACK_MELEE_WEAPON |Represents action attack melee weapon type. |
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|ACTION_ATTACK_RANGED_WEAPON |Represents action attack ranged weapon type. |
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|ACTION_SPELL_CAST |Represents action spell cast type. |
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|ACTION_USE_MOB_SCHEME |Represents action use mob scheme type. |
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|ACTION_SHOOT_AT |Represents action shoot at type. |
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|ACTION_START_AIM_AT |Represents action start aim at type. |
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|ACTION_STOP_AIM_AT |Represents action stop aim at type. |
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|ACTION_SCRIPT |Represents action script type. |
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@@ -1,9 +0,0 @@
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**Original:** [Reliability](https://gothicmultiplayerteam.gitlab.io/docs/0.3.0/script-reference/shared-constants/reliability/)
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|Name |Description |
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|-- | --|
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|UNRELIABLE |Unreliable packets are sent by straight UDP. They may arrive out of order, or not at all. This is best for data that is unimportant, or data that you send very frequently so even if some packets are missed newer packets will compensate. <br><br>**Advantages** - These packets don't need to be acknowledged by the network, saving the size of a UDP header in acknowledgment (about 50 bytes or so). The savings can really add up. <br><br>**Disadvantages** - No packet ordering, packets may never arrive, these packets are the first to get dropped if the send buffer is full.
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|UNRELIABLE_SEQUENCED |Unreliable sequenced packets are the same as unreliable packets, except that only the newest packet is ever accepted. Older packets are ignored. <br><br>**Advantages** - Same low overhead as unreliable packets, and you don't have to worry about older packets changing your data to old values. <br><br>**Disadvantages** - A LOT of packets will be dropped since they may never arrive because of UDP and may be dropped even when they do arrive. These packets are the first to get dropped if the send buffer is full. The last packet sent may never arrive, which can be a problem if you stop sending packets at some particular point. <br><br>Note that the transmission of one of the three reliable packets types is required for the detection of lost connections. If you never send reliable packets you need to implement lost connection detection manually.|
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|RELIABLE |Reliable packets are UDP packets monitored by a reliablilty layer to ensure they arrive at the destination. <br><br>**Advantages** - You know the packet will get there. Eventually... <br><br>**Disadvantages** - Retransmissions and acknowledgments can add significant bandwidth requirements. Packets may arrive very late if the network is busy. No packet ordering.|
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|RELIABLE_ORDERED |Reliable ordered packets are UDP packets monitored by a reliability layer to ensure they arrive at the destination and are ordered at the destination. <br><br>**Advantages** - The packet will get there and in the order it was sent. These are by far the easiest to program for because you don't have to worry about strange behavior due to out of order or lost packets. <br><br>**Disadvantages** - Retransmissions and acknowledgments can add significant bandwidth requirements. Packets may arrive very late if the network is busy. One late packet can delay many packets that arrived sooner, resulting in significant lag spikes. However, this disadvantage can be mitigated by the clever use of ordering streams.
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|RELIABLE_SEQUENCED |Reliable sequenced packets are UDP packets monitored by a reliability layer to ensure they arrive at the destination and are sequenced at the destination. <br><br>**Advantages** - You get the reliability of UDP packets, the ordering of ordered packets, yet don't have to wait for old packets. More packets will arrive with this method than with the unreliable sequenced method, and they will be distributed more evenly. The most important advantage however is that the latest packet sent will arrive, where with unreliable sequenced the latest packet sent may not arrive. <br><br>**Disadvantages** - Wasteful of bandwidth because it uses the overhead of reliable UDP packets to ensure late packets arrive that just get ignored anyway.|
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**Original:** [Skill weapon](https://gothicmultiplayerteam.gitlab.io/docs/0.3.0/script-reference/shared-constants/skill-weapon/)
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|Name |Description |
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|-- | --|
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|WEAPON_1H |Represents npc one handed weapon skill. |
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|WEAPON_2H |Represents npc two handed weapon skill. |
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|WEAPON_BOW |Represents npc bow weapon skill. |
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|WEAPON_CBOW |Represents npc crossbow weapon skill. |
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**Original:** [Talent](https://gothicmultiplayerteam.gitlab.io/docs/0.3.0/script-reference/shared-constants/talent/)
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|Name |Description |
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|-- | --|
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|TALENT_1H |Represents npc one handed weapon skill talent (valid talent values are: 0,1,2). |
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|TALENT_2H |Represents npc two handed weapon skill talent (valid talent values are: 0,1,2). |
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|TALENT_BOW |Represents npc bow weapon skill talent (valid talent values are: 0,1,2). |
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|TALENT_CROSSBOW |Represents npc crossbow weapon skill talent (valid talent values are: 0,1,2). |
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|TALENT_PICK_LOCKS |Represents npc picklock talent. |
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|TALENT_PICKPOCKET |Represents npc pickpocket talent. |
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|TALENT_MAGE |Represents npc magic circle talent. |
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|TALENT_SNEAK |Represents npc sneak talent. |
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|TALENT_REGENERATE |Represents npc health regeneration talent. |
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|TALENT_FIREMASTER |Represents npc firemaster talent (unused by the game). |
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|TALENT_ACROBATIC |Represents npc acrobatic talent. |
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|TALENT_PICKPOCKET_UNUSED |Represents npc old pickpocket talent (unused by the game). |
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|TALENT_SMITH |Represents npc smith talent. |
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|TALENT_RUNES |Represents npc runes creation talent. |
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|TALENT_ALCHEMY |Represents npc potion creation talent. |
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|TALENT_THROPHY |Represents npc trophy gathering talent. |
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|TALENT_A |Represents npc talent A (unused by the game). |
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|TALENT_B |Represents npc talent B (unused by the game). |
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|TALENT_C |Represents npc talent C (unused by the game). |
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|TALENT_D |Represents npc talent D (unused by the game). |
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|TALENT_E |Represents npc talent E (unused by the game). |
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|TALENT_MAX |Represents maximum number of talents (the id itself isn't valid, it's mostly useful in for loops). |
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**Original:** [Weapon mode](https://gothicmultiplayerteam.gitlab.io/docs/0.3.0/script-reference/shared-constants/weapon-mode/)
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|Name |Description |
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|-- | --|
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|WEAPONMODE_NONE |Represents npc none weapon mode. |
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|WEAPONMODE_FIST |Represents npc fist weapon mode. |
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|WEAPONMODE_DAG |Represents npc dagger weapon mode. |
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|WEAPONMODE_1HS |Represents npc one handed weapon mode (melee weapon). |
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|WEAPONMODE_2HS |Represents npc two handed weapon mode (melee weapon). |
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|WEAPONMODE_BOW |Represents npc bow weapon mode (ranged weapon). |
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|WEAPONMODE_CBOW |Represents npc crossbow weapon mode (ranged weapon). |
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|WEAPONMODE_MAG |Represents npc magic weapon mode (spell). |
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|WEAPONMODE_MAX |Represents npc maximum weapon mode (not actuall weapon mode, weapon modes count). |
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**Original:** [Weather](https://gothicmultiplayerteam.gitlab.io/docs/0.3.0/script-reference/shared-constants/weather/)
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|Name |Description |
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|-- | --|
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|WEATHER_SNOW |Represents snowing weather type. |
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|WEATHER_RAIN |Represents raining weather type. |
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