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some notes
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syntax = "proto3";
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package blitzkit;
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import "tank_definitions.proto";
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/**
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* Wargaming's script system for provisions, consumables, and equipment is
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* genuinely the most repulsive and inconsistent XML schema I have ever seen.
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* Here are my notes on how I normalize the data into BlitzKit. I can totally
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* see why they want to move to Unreal Engine. This is unhealthy.
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*/
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message Script {
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/**
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* If #text is "StaticFactorDevice", type will be script.attribute, otherwise
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* type will assume the value of #text.
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*/
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string type = 1;
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/**
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* Bonus values enjoys Record<string, number> entries from
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* script.bonusValues.
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*
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* I also augment Record<string, number | ""> values from the root of the
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* script object. That is, if an entry on the root script object isn't
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* "attribute", "bonusValues", "#text", etc., it goes in here. Empty strings
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* values get omitted.
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*/
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map<string, float> bonus_values = 2;
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/**
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* I thought piercing_factors distinct enough from bonus_values to separate
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* them since the keys here are no longer properties of the tank, but
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* specific shell types. The keys will be mapped to BlitzKit's ShellType.
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*/
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map<int32, float> piercing_factors = 3;
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/**
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* Same story here, the keys are different. But this time, the values are
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* stored deep in script.modulesHealthFactors.modules. Also, all keys end
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* with "Health" for no reason like "leftTrackHealth". That will be trimmed.
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*/
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map<string, float> module_health_factors = 4;
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/**
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*
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*/
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map<string, float> chances_to_hit = 5;
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}
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