This commit is contained in:
Eauldane
2025-08-22 02:19:48 +01:00
commit a4c82452be
373 changed files with 52044 additions and 0 deletions

View File

@@ -0,0 +1,11 @@
namespace Glamourer.Api.Enums;
/// <summary> Bonus item slots restricted to API-relevant slots. </summary>
public enum ApiBonusSlot : byte
{
/// <summary> No slot. </summary>
Unknown = 0,
/// <summary> The Glasses slot. </summary>
Glasses = 1,
}

View File

@@ -0,0 +1,45 @@
namespace Glamourer.Api.Enums;
/// <summary> Equip slots restricted to API-relevant slots, but compatible with GameData.EquipSlots. </summary>
public enum ApiEquipSlot : byte
{
/// <summary> No slot. </summary>
Unknown = 0,
/// <summary> Mainhand, also used for both-handed weapons. </summary>
MainHand = 1,
/// <summary> Offhand, used for shields or if you want to apply the offhand component of certain weapons. </summary>
OffHand = 2,
/// <summary> Head. </summary>
Head = 3,
/// <summary> Body. </summary>
Body = 4,
/// <summary> Hands. </summary>
Hands = 5,
/// <summary> Legs. </summary>
Legs = 7,
/// <summary> Feet. </summary>
Feet = 8,
/// <summary> Ears. </summary>
Ears = 9,
/// <summary> Neck. </summary>
Neck = 10,
/// <summary> Wrists. </summary>
Wrists = 11,
/// <summary> Right Finger. </summary>
RFinger = 12,
/// <summary> Left Finger. </summary>
/// <remarks> Not officially existing, means "weapon could be equipped in either hand" for the game. </remarks>
LFinger = 14,
}

View File

@@ -0,0 +1,31 @@
namespace Glamourer.Api.Enums;
/// <summary> Application flags that can be used in different situations. </summary>
[Flags]
public enum ApplyFlag : ulong
{
/// <summary> Apply the selected manipulation only once, without forcing the state into automation. </summary>
Once = 0x01,
/// <summary> Apply the selected manipulation on the equipment (might be more or less supported). </summary>
Equipment = 0x02,
/// <summary> Apply the selected manipulation on the customizations (might be more or less supported). </summary>
Customization = 0x04,
/// <summary> Lock the state with the given key after applying the selected manipulation </summary>
Lock = 0x08,
}
/// <summary> Extensions for apply flags. </summary>
public static class ApplyFlagEx
{
/// <summary> The default application flags for design-based manipulations. </summary>
public const ApplyFlag DesignDefault = ApplyFlag.Once | ApplyFlag.Equipment | ApplyFlag.Customization;
/// <summary> The default application flags for state-based manipulations. </summary>
public const ApplyFlag StateDefault = ApplyFlag.Equipment | ApplyFlag.Customization | ApplyFlag.Lock;
/// <summary> The default application flags for reverse manipulations. </summary>
public const ApplyFlag RevertDefault = ApplyFlag.Equipment | ApplyFlag.Customization;
}

View File

@@ -0,0 +1,29 @@
namespace Glamourer.Api.Enums;
/// <summary> Return codes for API functions. </summary>
public enum GlamourerApiEc
{
/// <summary> The function succeeded. </summary>
Success = 0,
/// <summary> The function did not encounter a problem, but also did not do anything. </summary>
NothingDone = 1,
/// <summary> The requested actor was not found. </summary>
ActorNotFound = 2,
/// <summary> The requested actor was not human, but should have been. </summary>
ActorNotHuman,
/// <summary> The requested design was not found. </summary>
DesignNotFound,
/// <summary> The requested item was not found or could not be applied to the requested slot. </summary>
ItemInvalid,
/// <summary> The state of an actor could not be manipulated because it was locked and the provided key could not unlock it. </summary>
InvalidKey,
/// <summary> The provided object could not be converted into a valid Glamourer state to apply. </summary>
InvalidState,
}

View File

@@ -0,0 +1,11 @@
namespace Glamourer.Api.Enums;
/// <summary> Application flags for setting the meta state of an actor. </summary>
[Flags]
public enum MetaFlag : ulong
{
Wetness = 0x01,
HatState = 0x02,
VisorState = 0x04,
WeaponState = 0x08,
}

View File

@@ -0,0 +1,47 @@
namespace Glamourer.Api.Enums;
/// <summary> What type of information changed in a state. </summary>
public enum StateChangeType
{
/// <summary> A characters saved state had the model id changed. This means everything may have changed. </summary>
Model = 0,
/// <summary> A characters saved state had multiple customization values changed. </summary>
EntireCustomize = 1,
/// <summary> A characters saved state had a customization value changed. </summary>
Customize = 2,
/// <summary> A characters saved state had an equipment piece changed. </summary>
Equip = 3,
/// <summary> A characters saved state had its weapons changed. </summary>
Weapon = 4,
/// <summary> A characters saved state had a stain changed. </summary>
Stains = 5,
/// <summary> A characters saved state had a crest visibility changed. </summary>
Crest = 6,
/// <summary> A characters saved state had its customize parameter changed. </summary>
Parameter = 7,
/// <summary> A characters saved state had a material color table value changed. </summary>
MaterialValue = 8,
/// <summary> A characters saved state had a design applied. This means everything may have changed. </summary>
Design = 9,
/// <summary> A characters saved state had its state reset to its game values. </summary>
Reset = 10,
/// <summary> A characters saved state had a meta toggle changed. </summary>
Other = 11,
/// <summary> A characters state was reapplied. Data is null. </summary>
Reapply = 12,
/// <summary> A characters saved state had a bonus item changed. </summary>
BonusItem = 13,
}

View File

@@ -0,0 +1,36 @@
namespace Glamourer.Api.Enums;
/// <summary> What type of Glamourer process was performed on the actors state to update it. </summary>
public enum StateFinalizationType
{
/// <summary> A characters saved state had the model id altered. </summary>
ModelChange = 0,
/// <summary> A singular Design was applied to an actors state. </summary>
DesignApplied = 1,
/// <summary> A characters saved state had been reset to game values. </summary>
Revert = 2,
/// <summary> A characters saved state had only its customization data reset to game state. </summary>
RevertCustomize = 3,
/// <summary> A characters saved state had only its equipment data reset to game state. </summary>
RevertEquipment = 4,
/// <summary> A characters saved state had its advanced values reverted to game state. </summary>
RevertAdvanced = 5,
/// <summary> A characters saved state was reverted to automation state on top of their game state </summary>
RevertAutomation = 6,
/// <summary> A characters saved state had a generic reapply as a single operation. </summary>
Reapply = 7,
/// <summary> A characters saved state had their automation state reapplied over their existing state. </summary>
ReapplyAutomation = 8,
/// <summary> A characters save state finished applying all updated slots for game state on gearset change or initial load. </summary>
Gearset = 9,
}