using System; using System.Collections.Generic; using ACE.Entity.Enum; using ACE.Entity.Enum.Properties; namespace ACE.Entity.Models { /// /// Only populated collections and dictionaries are initialized. /// We do this to conserve memory in ACE.Server /// Be sure to check for null first. /// public class Weenie : IWeenie { public uint WeenieClassId { get; set; } public string ClassName { get; set; } public WeenieType WeenieType { get; set; } public IDictionary PropertiesBool { get; set; } public IDictionary PropertiesDID { get; set; } public IDictionary PropertiesFloat { get; set; } public IDictionary PropertiesIID { get; set; } public IDictionary PropertiesInt { get; set; } public IDictionary PropertiesInt64 { get; set; } public IDictionary PropertiesString { get; set; } public IDictionary PropertiesPosition { get; set; } public IDictionary PropertiesSpellBook { get; set; } public IList PropertiesAnimPart { get; set; } public IList PropertiesPalette { get; set; } public IList PropertiesTextureMap { get; set; } // Properties for all world objects that typically aren't modified over the original weenie public ICollection PropertiesCreateList { get; set; } public ICollection PropertiesEmote { get; set; } public HashSet PropertiesEventFilter { get; set; } public IList PropertiesGenerator { get; set; } // Properties for creatures public IDictionary PropertiesAttribute { get; set; } public IDictionary PropertiesAttribute2nd { get; set; } public IDictionary PropertiesBodyPart { get; set; } public IDictionary PropertiesSkill { get; set; } // Properties for books public PropertiesBook PropertiesBook { get; set; } public IList PropertiesBookPageData { get; set; } } }