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Published: Feb 18, 2024 License: MIT Imports: 5 Imported by: 7

Documentation

Index

Constants

View Source
const (
	ClassMissile          = Class(1 << iota) // 0x1
	ClassMonster                             // 0x2
	ClassPlayer                              // 0x4
	ClassObstacle                            // 0x8
	ClassFood                                // 0x10
	ClassExit                                // 0x20
	ClassKey                                 // 0x40
	ClassDoor                                // 0x80
	ClassInfoBook                            // 0x100
	ClassTrigger                             // 0x200
	ClassTransporter                         // 0x400
	ClassHole                                // 0x800
	ClassWand                                // 0x1000
	ClassFire                                // 0x2000
	ClassElevator                            // 0x4000
	ClassElevatorShaft                       // 0x8000
	ClassDangerous                           // 0x10000
	ClassMonsterGenerator                    // 0x20000
	ClassReadable                            // 0x40000
	ClassLight                               // 0x80000
	ClassSimple                              // 0x100000
	ClassComplex                             // 0x200000
	ClassImmobile                            // 0x400000
	ClassVisibleEnable                       // 0x800000
	ClassWeapon                              // 0x1000000
	ClassArmor                               // 0x2000000
	ClassNotStackable                        // 0x4000000
	ClassTreasure                            // 0x8000000
	ClassFlag                                // 0x10000000
	ClassClientPersist                       // 0x20000000
	ClassClientPredict                       // 0x40000000
	ClassPickup                              // 0x80000000
)
View Source
const (
	MaskUnits   = ClassPlayer | ClassMonster
	MaskTargets = ClassMonsterGenerator | MaskUnits
)
View Source
const (
	DamageTrue = DamageType(iota - 1)
	DamageBlade
	DamageFlame
	DamageCrush
	DamageImpale
	DamageDrain
	DamagePoison
	DamageDispelUndead
	DamageExplosion
	DamageBite
	DamageElectric
	DamageClaw
	DamageImpact
	DamageLava
	DamageDeathMagic
	DamagePlasma
	DamageManaBomb
	DamageZapRay
	DamageAirborneElectric
)
View Source
const (
	FlagBelow            = Flags(1 << iota) // 0x1
	FlagNoUpdate                            // 0x2
	FlagActive                              // 0x4
	FlagAllowOverlap                        // 0x8
	FlagShort                               // 0x10
	FlagDestroyed                           // 0x20
	FlagNoCollide                           // 0x40
	FlagMissileHit                          // 0x80
	FlagEquipped                            // 0x100
	FlagPartitioned                         // 0x200
	FlagNoCollideOwner                      // 0x400
	FlagOwnerVisible                        // 0x800
	FlagEditVisible                         // 0x1000
	FlagNoPushCharacters                    // 0x2000
	FlagAirborne                            // 0x4000
	FlagDead                                // 0x8000
	FlagShadow                              // 0x10000
	FlagFalling                             // 0x20000
	FlagInHole                              // 0x40000
	FlagRespawn                             // 0x80000
	FlagOnObject                            // 0x100000
	FlagSightDestroy                        // 0x200000
	FlagTransient                           // 0x400000
	FlagBouncy                              // 0x800000
	FlagEnabled                             // 0x1000000
	FlagPending                             // 0x2000000
	FlagTranslucent                         // 0x4000000
	FlagStill                               // 0x8000000
	FlagNoAutoDrop                          // 0x10000000
	FlagFlicker                             // 0x20000000
	FlagSelected                            // 0x40000000
	FlagMarked                              // 0x80000000
)
View Source
const (
	FlagNotMovableMask = FlagDead | FlagNoCollide | FlagDestroyed | FlagAllowOverlap
	FlagNoUpdateMask   = FlagNoUpdate | FlagDestroyed
)
View Source
const (
	MaterialFlesh = Material(1 << iota)
	MaterialCloth
	MaterialAnimalHide
	MaterialWood
	MaterialMetal
	MaterialStone
	MaterialEarth
	MaterialLiquid
	MaterialGlass
	MaterialPaper
	MaterialSnow
	MaterialMud
	MaterialMagic
	MaterialDiamond
	MaterialNone
)
View Source
const (
	ArmorHelmet      = ArmorClass(1 << iota) // 0x1
	ArmorShield                              // 0x2
	ArmorBreastplate                         // 0x4
	ArmorArmArmor                            // 0x8
	ArmorPants                               // 0x10
	ArmorBoots                               // 0x20
	ArmorShirt                               // 0x40
	ArmorLegArmor                            // 0x80
	ArmorBack                                // 0x100
)
View Source
const (
	BookSpell      = BookClass(1 << iota) // 0x1
	BookFieldGuide                        // 0x2
	BookAbility                           // 0x4
)
View Source
const (
	ExitQuest     = ExitClass(1 << iota) // 0x1
	ExitQuestWarp                        // 0x2
)
View Source
const (
	FoodSimple                = FoodClass(1 << iota) // 0x1
	FoodApple                                        // 0x2
	FoodJug                                          // 0x4
	FoodPotion                                       // 0x8
	FoodHealthPotion                                 // 0x10
	FoodManaPotion                                   // 0x20
	FoodCurePoisonPotion                             // 0x40
	FoodMushroom                                     // 0x80
	FoodHastePotion                                  // 0x100
	FoodInvisibilityPotion                           // 0x200
	FoodShieldPotion                                 // 0x400
	FoodFireProtectPotion                            // 0x800
	FoodShockProtectPotion                           // 0x1000
	FoodPoisonProtectPotion                          // 0x2000
	FoodInvulnerabilityPotion                        // 0x4000
	FoodInfravisionPotion                            // 0x8000
	FoodVampirismPotion                              // 0x10000
)
View Source
const (
	GeneratorNW = GeneratorClass(1 << iota) // 0x1
	GeneratorNE                             // 0x2
	GeneratorSE                             // 0x4
	GeneratorSW                             // 0x8
)
View Source
const (
	MissileMissileCounterSpell = MissileClass(1 << iota) // 0x1
	MissileMagic                                         // 0x2
)
View Source
const (
	MonsterSmall             = MonsterClass(1 << iota) // 0x1
	MonsterMedium                                      // 0x2
	MonsterLarge                                       // 0x4
	MonsterShopkeeper                                  // 0x8
	MonsterNPC                                         // 0x10
	MonsterFemaleNPC                                   // 0x20
	MonsterUndead                                      // 0x40
	MonsterMonitor                                     // 0x80
	MonsterMigrate                                     // 0x100
	MonsterImmunePoison                                // 0x200
	MonsterImmuneFire                                  // 0x400
	MonsterImmuneElectricity                           // 0x800
	MonsterImmuneFear                                  // 0x1000
	MonsterBomber                                      // 0x2000
	MonsterNoTarget                                    // 0x4000
	MonsterNoSpellTarget                               // 0x8000
	MonsterHasSoul                                     // 0x10000
	MonsterWarcryStun                                  // 0x20000
	MonsterLookAround                                  // 0x40000
	MonsterWoundedNPC                                  // 0x80000
)
View Source
const (
	MonStatusDestroyWhenDead = MonsterStatus(1 << iota) // 0x1
	MonStatusCheck                                      // 0x2
	MonStatusCanBlock                                   // 0x4
	MonStatusCanDodge                                   // 0x8
	MonStatusUnused5                                    // 0x10
	MonStatusCanCastSpells                              // 0x20
	MonStatusHoldYourGround                             // 0x40
	MonStatusSummoned                                   // 0x80
	MonStatusAlert                                      // 0x100
	MonStatusInjured                                    // 0x200
	MonStatusCanSeeFriends                              // 0x400
	MonStatusCanHealSelf                                // 0x800
	MonStatusCanHealOthers                              // 0x1000
	MonStatusCanRun                                     // 0x2000
	MonStatusRunning                                    // 0x4000
	MonStatusAlwaysRun                                  // 0x8000
	MonStatusNeverRun                                   // 0x10000
	MonStatusBot                                        // 0x20000
	MonStatusMorphed                                    // 0x40000
	MonStatusOnFire                                     // 0x80000
	MonStatusStayDead                                   // 0x100000
	MonStatusFrustrated                                 // 0x200000
)
View Source
const (
	OtherHeavy            = OtherClass(1 << iota) // 0x1
	OtherLava                                     // 0x2
	OtherGate                                     // 0x4
	OtherVisibleObelisk                           // 0x8
	OtherInvisibleObelisk                         // 0x10
	OtherTech                                     // 0x20
	OtherLOTD                                     // 0x40
	OtherUseable                                  // 0x80
	OtherChestNW                                  // 0x100
	OtherChestNE                                  // 0x200
	OtherChestSE                                  // 0x400
	OtherChestSW                                  // 0x800
	OtherStoneDoor                                // 0x1000
)
View Source
const (
	WeaponFlag                   = WeaponClass(1 << iota) // 0x1
	WeaponQuiver                                          // 0x2
	WeaponBow                                             // 0x4
	WeaponCrossbow                                        // 0x8
	WeaponArrow                                           // 0x10
	WeaponBolt                                            // 0x20
	WeaponChakram                                         // 0x40
	WeaponShuriken                                        // 0x80
	WeaponSword                                           // 0x100
	WeaponLongSword                                       // 0x200
	WeaponGreatSword                                      // 0x400
	WeaponMace                                            // 0x800
	WeaponAxe                                             // 0x1000
	WeaponOgreAxe                                         // 0x2000
	WeaponHammer                                          // 0x4000
	WeaponStaff                                           // 0x8000
	WeaponStaffSulphorousFlare                            // 0x10000
	WeaponStaffSulphorousShower                           // 0x20000
	WeaponStaffLightning                                  // 0x40000
	WeaponStaffFireball                                   // 0x80000
	WeaponStaffTripleFireball                             // 0x100000
	WeaponStaffForceOfNature                              // 0x200000
	WeaponStaffDeathRay                                   // 0x400000
	WeaponStaffOblivionHalberd                            // 0x800000
	WeaponStaffOblivionHeart                              // 0x1000000
	WeaponStaffOblivionWierdling                          // 0x2000000
	WeaponStaffOblivionOrb                                // 0x4000000
)

Variables

View Source
var ArmorClassNames = []string{
	"HELMET", "SHIELD", "BREASTPLATE", "ARM_ARMOR", "PANTS", "BOOTS", "SHIRT", "LEG_ARMOR", "BACK",
}
View Source
var BookClassNames = []string{
	"SPELL_BOOK",
	"FIELD_GUIDE",
	"ABILITY_BOOK",
}
View Source
var ClassNames = []string{
	"MISSILE", "MONSTER", "PLAYER", "OBSTACLE", "FOOD", "EXIT", "KEY",
	"DOOR", "INFO_BOOK", "TRIGGER", "TRANSPORTER", "HOLE", "WAND", "FIRE",
	"ELEVATOR", "ELEVATOR_SHAFT", "DANGEROUS", "MONSTERGENERATOR", "READABLE", "LIGHT", "SIMPLE",
	"COMPLEX", "IMMOBILE", "VISIBLE_ENABLE", "WEAPON", "ARMOR", "NOT_STACKABLE", "TREASURE",
	"FLAG", "CLIENT_PERSIST", "CLIENT_PREDICT", "PICKUP",
}
View Source
var DamageTypeNames = []string{
	"BLADE", "FLAME", "CRUSH",
	"IMPALE", "DRAIN", "POISON",
	"DISPEL_UNDEAD", "EXPLOSION", "BITE",
	"ELECTRIC", "CLAW", "IMPACT",
	"LAVA", "DEATH_MAGIC", "PLASMA",
	"MANA_BOMB", "ZAP_RAY", "AIRBORNE_ELECTRIC",
}
View Source
var ExitClassNames = []string{
	"QUEST_EXIT",
	"QUEST_WARP_EXIT",
}
View Source
var FlagsNames = []string{
	"BELOW", "NO_UPDATE", "ACTIVE", "ALLOW_OVERLAP",
	"SHORT", "DESTROYED", "NO_COLLIDE", "MISSILE_HIT",
	"EQUIPPED", "PARTITIONED", "NO_COLLIDE_OWNER", "OWNER_VISIBLE",
	"EDIT_VISIBLE", "NO_PUSH_CHARACTERS", "AIRBORNE", "DEAD",
	"SHADOW", "FALLING", "IN_HOLE", "RESPAWN",
	"ON_OBJECT", "SIGHT_DESTROY", "TRANSIENT", "BOUNCY",
	"ENABLED", "PENDING", "TRANSLUCENT", "STILL",
	"NO_AUTO_DROP", "FLICKER", "SELECTED", "MARKED",
}
View Source
var FoodClassNames = []string{
	"SIMPLE", "APPLE", "JUG",
	"POTION", "HEALTH_POTION", "MANA_POTION", "CURE_POISON_POTION",
	"MUSHROOM",
	"HASTE_POTION", "INVISIBILITY_POTION", "SHIELD_POTION",
	"FIRE_PROTECT_POTION", "SHOCK_PROTECT_POTION", "POISON_PROTECT_POTION",
	"INVULNERABILITY_POTION", "INFRAVISION_POTION", "VAMPIRISM_POTION",
}
View Source
var GeneratorClassNames = []string{
	"GENERATOR_NW",
	"GENERATOR_NE",
	"GENERATOR_SE",
	"GENERATOR_SW",
}
View Source
var MaterialNames = []string{
	"FLESH", "CLOTH", "ANIMAL_HIDE", "WOOD", "METAL", "STONE", "EARTH", "LIQUID",
	"GLASS", "PAPER", "SNOW", "MUD", "MAGIC", "DIAMOND", "NONE",
}
View Source
var MissileClassNames = []string{
	"MISSILE_COUNTERSPELL",
	"MAGIC",
}
View Source
var MonsterClassNames = []string{
	"SMALL_MONSTER", "MEDIUM_MONSTER", "LARGE_MONSTER", "SHOPKEEPER", "NPC", "FEMALE_NPC",
	"UNDEAD", "MONITOR", "MIGRATE", "IMMUNE_POISON", "IMMUNE_FIRE", "IMMUNE_ELECTRICITY",
	"IMMUNE_FEAR", "BOMBER", "NO_TARGET", "NO_SPELL_TARGET", "HAS_SOUL", "WARCRY_STUN",
	"LOOK_AROUND", "WOUNDED_NPC",
}
View Source
var MonsterStatusNames = []string{
	"DESTROY_WHEN_DEAD", "CHECK",
	"CAN_BLOCK", "CAN_DODGE",
	"unused", "CAN_CAST_SPELLS",
	"HOLD_YOUR_GROUND", "SUMMONED",
	"ALERT", "INJURED",
	"CAN_SEE_FRIENDS", "CAN_HEAL_SELF",
	"CAN_HEAL_OTHERS", "CAN_RUN",
	"RUNNING", "ALWAYS_RUN", "NEVER_RUN",
	"BOT", "MORPHED",
	"ON_FIRE", "STAY_DEAD",
	"FRUSTRATED",
}
View Source
var OtherClassNames = []string{
	"HEAVY", "LAVA", "GATE", "VISIBLE_OBELISK", "INVISIBLE_OBELISK", "TECH", "LOTD",
	"USEABLE", "CHEST_NW", "CHEST_NE", "CHEST_SE", "CHEST_SW", "STONE_DOOR",
}
View Source
var WeaponClassNames = []string{
	"FLAG",
	"QUIVER",
	"BOW",
	"CROSSBOW",
	"ARROW",
	"BOLT",
	"CHAKRAM",
	"SHURIKEN",
	"SWORD",
	"LONG_SWORD",
	"GREAT_SWORD",
	"MACE",
	"AXE",
	"OGRE_AXE",
	"HAMMER",
	"STAFF",
	"STAFF_SULPHOROUS_FLARE",
	"STAFF_SULPHOROUS_SHOWER",
	"STAFF_LIGHTNING",
	"STAFF_FIREBALL",
	"STAFF_TRIPLE_FIREBALL",
	"STAFF_FORCE_OF_NATURE",
	"STAFF_DEATH_RAY",
	"STAFF_OBLIVION_HALBERD",
	"STAFF_OBLIVION_HEART",
	"STAFF_OBLIVION_WIERDLING",
	"STAFF_OBLIVION_ORB",
}

Functions

This section is empty.

Types

type ArmorClass

type ArmorClass uint32

func ParseArmorClass

func ParseArmorClass(s string) (ArmorClass, error)

func ParseArmorClassSet

func ParseArmorClassSet(s string) (ArmorClass, error)

func (ArmorClass) Has

func (c ArmorClass) Has(c2 ArmorClass) bool

func (ArmorClass) HasAny

func (c ArmorClass) HasAny(c2 ArmorClass) bool

func (ArmorClass) MarshalJSON

func (c ArmorClass) MarshalJSON() ([]byte, error)

func (ArmorClass) Split

func (c ArmorClass) Split() []ArmorClass

func (ArmorClass) String

func (c ArmorClass) String() string

type BookClass

type BookClass uint32

func ParseBookClass

func ParseBookClass(s string) (BookClass, error)

func ParseBookClassSet

func ParseBookClassSet(s string) (BookClass, error)

func (BookClass) Has

func (c BookClass) Has(c2 BookClass) bool

func (BookClass) HasAny

func (c BookClass) HasAny(c2 BookClass) bool

func (BookClass) MarshalJSON

func (c BookClass) MarshalJSON() ([]byte, error)

func (BookClass) Split

func (c BookClass) Split() []BookClass

func (BookClass) String

func (c BookClass) String() string

type Class

type Class uint32

func ParseClass

func ParseClass(s string) (Class, error)

func ParseClassSet

func ParseClassSet(s string) (Class, error)

func (Class) GoString

func (c Class) GoString() string

func (Class) Has

func (c Class) Has(c2 Class) bool

func (Class) HasAny

func (c Class) HasAny(c2 Class) bool

func (Class) MarshalJSON

func (c Class) MarshalJSON() ([]byte, error)

func (Class) Split

func (c Class) Split() []Class

func (Class) String

func (c Class) String() string

type DamageType

type DamageType int32

func ParseDamageType

func ParseDamageType(name string) (DamageType, error)

func (DamageType) GoString

func (v DamageType) GoString() string

func (DamageType) MarshalJSON

func (v DamageType) MarshalJSON() ([]byte, error)

func (DamageType) String

func (v DamageType) String() string

type ExitClass

type ExitClass uint32

func ParseExitClass

func ParseExitClass(s string) (ExitClass, error)

func ParseExitClassSet

func ParseExitClassSet(s string) (ExitClass, error)

func (ExitClass) Has

func (c ExitClass) Has(c2 ExitClass) bool

func (ExitClass) HasAny

func (c ExitClass) HasAny(c2 ExitClass) bool

func (ExitClass) MarshalJSON

func (c ExitClass) MarshalJSON() ([]byte, error)

func (ExitClass) Split

func (c ExitClass) Split() []ExitClass

func (ExitClass) String

func (c ExitClass) String() string

type Flags

type Flags uint32

func ParseFlag

func ParseFlag(s string) (Flags, error)

func ParseFlagSet

func ParseFlagSet(s string) (Flags, error)

func (Flags) Has

func (c Flags) Has(c2 Flags) bool

func (Flags) HasAny

func (c Flags) HasAny(c2 Flags) bool

func (Flags) MarshalJSON

func (c Flags) MarshalJSON() ([]byte, error)

func (Flags) Split

func (c Flags) Split() []Flags

func (Flags) String

func (c Flags) String() string

type FoodClass

type FoodClass uint32

func ParseFoodClass

func ParseFoodClass(s string) (FoodClass, error)

func ParseFoodClassSet

func ParseFoodClassSet(s string) (FoodClass, error)

func (FoodClass) Has

func (c FoodClass) Has(c2 FoodClass) bool

func (FoodClass) HasAny

func (c FoodClass) HasAny(c2 FoodClass) bool

func (FoodClass) MarshalJSON

func (c FoodClass) MarshalJSON() ([]byte, error)

func (FoodClass) Split

func (c FoodClass) Split() []FoodClass

func (FoodClass) String

func (c FoodClass) String() string

type GeneratorClass

type GeneratorClass uint32

func ParseGeneratorClass

func ParseGeneratorClass(s string) (GeneratorClass, error)

func ParseGeneratorClassSet

func ParseGeneratorClassSet(s string) (GeneratorClass, error)

func (GeneratorClass) Has

func (GeneratorClass) HasAny

func (c GeneratorClass) HasAny(c2 GeneratorClass) bool

func (GeneratorClass) MarshalJSON

func (c GeneratorClass) MarshalJSON() ([]byte, error)

func (GeneratorClass) Split

func (c GeneratorClass) Split() []GeneratorClass

func (GeneratorClass) String

func (c GeneratorClass) String() string

type Material

type Material uint32

func ParseMaterial

func ParseMaterial(s string) (Material, error)

func ParseMaterialSet

func ParseMaterialSet(s string) (Material, error)

func (Material) Has

func (c Material) Has(c2 Material) bool

func (Material) HasAny

func (c Material) HasAny(c2 Material) bool

func (Material) MarshalJSON

func (c Material) MarshalJSON() ([]byte, error)

func (Material) Split

func (c Material) Split() []Material

func (Material) String

func (c Material) String() string

type MissileClass

type MissileClass uint32

func ParseMissileClass

func ParseMissileClass(s string) (MissileClass, error)

func ParseMissileClassSet

func ParseMissileClassSet(s string) (MissileClass, error)

func (MissileClass) Has

func (c MissileClass) Has(c2 MissileClass) bool

func (MissileClass) HasAny

func (c MissileClass) HasAny(c2 MissileClass) bool

func (MissileClass) MarshalJSON

func (c MissileClass) MarshalJSON() ([]byte, error)

func (MissileClass) Split

func (c MissileClass) Split() []MissileClass

func (MissileClass) String

func (c MissileClass) String() string

type MonsterClass

type MonsterClass uint32

func ParseMonsterClass

func ParseMonsterClass(s string) (MonsterClass, error)

func ParseMonsterClassSet

func ParseMonsterClassSet(s string) (MonsterClass, error)

func (MonsterClass) Has

func (c MonsterClass) Has(c2 MonsterClass) bool

func (MonsterClass) HasAny

func (c MonsterClass) HasAny(c2 MonsterClass) bool

func (MonsterClass) MarshalJSON

func (c MonsterClass) MarshalJSON() ([]byte, error)

func (MonsterClass) Split

func (c MonsterClass) Split() []MonsterClass

func (MonsterClass) String

func (c MonsterClass) String() string

type MonsterStatus

type MonsterStatus uint32

func ParseMonsterStatus

func ParseMonsterStatus(s string) (MonsterStatus, error)

func ParseMonsterStatusSet

func ParseMonsterStatusSet(s string) (MonsterStatus, error)

func (MonsterStatus) Has

func (c MonsterStatus) Has(c2 MonsterStatus) bool

func (MonsterStatus) HasAny

func (c MonsterStatus) HasAny(c2 MonsterStatus) bool

func (MonsterStatus) MarshalJSON

func (c MonsterStatus) MarshalJSON() ([]byte, error)

func (MonsterStatus) Split

func (c MonsterStatus) Split() []MonsterStatus

func (MonsterStatus) String

func (c MonsterStatus) String() string

type OtherClass

type OtherClass uint32

func ParseOtherClass

func ParseOtherClass(s string) (OtherClass, error)

func ParseOtherClassSet

func ParseOtherClassSet(s string) (OtherClass, error)

func (OtherClass) Has

func (c OtherClass) Has(c2 OtherClass) bool

func (OtherClass) HasAny

func (c OtherClass) HasAny(c2 OtherClass) bool

func (OtherClass) MarshalJSON

func (c OtherClass) MarshalJSON() ([]byte, error)

func (OtherClass) Split

func (c OtherClass) Split() []OtherClass

func (OtherClass) String

func (c OtherClass) String() string

type SubClass

type SubClass uint32

func ParseSubClass

func ParseSubClass(s string) (SubClass, error)

func ParseSubClassSet

func ParseSubClassSet(s string) (SubClass, error)

func (SubClass) AsArmor

func (c SubClass) AsArmor() ArmorClass

func (SubClass) AsBook

func (c SubClass) AsBook() BookClass

func (SubClass) AsExit

func (c SubClass) AsExit() ExitClass

func (SubClass) AsFood

func (c SubClass) AsFood() FoodClass

func (SubClass) AsGenerator

func (c SubClass) AsGenerator() GeneratorClass

func (SubClass) AsMissile

func (c SubClass) AsMissile() MissileClass

func (SubClass) AsMonster

func (c SubClass) AsMonster() MonsterClass

func (SubClass) AsOther

func (c SubClass) AsOther() OtherClass

func (SubClass) AsWeapon

func (c SubClass) AsWeapon() WeaponClass

func (SubClass) Has

func (c SubClass) Has(c2 SubClass) bool

func (SubClass) HasAny

func (c SubClass) HasAny(c2 SubClass) bool

func (SubClass) MarshalJSON

func (c SubClass) MarshalJSON() ([]byte, error)

func (SubClass) Split

func (c SubClass) Split() []SubClass

func (SubClass) String

func (c SubClass) String() string

type WeaponClass

type WeaponClass uint32

func ParseWeaponClass

func ParseWeaponClass(s string) (WeaponClass, error)

func ParseWeaponClassSet

func ParseWeaponClassSet(s string) (WeaponClass, error)

func (WeaponClass) Has

func (c WeaponClass) Has(c2 WeaponClass) bool

func (WeaponClass) HasAny

func (c WeaponClass) HasAny(c2 WeaponClass) bool

func (WeaponClass) MarshalJSON

func (c WeaponClass) MarshalJSON() ([]byte, error)

func (WeaponClass) Split

func (c WeaponClass) Split() []WeaponClass

func (WeaponClass) String

func (c WeaponClass) String() string

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