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blitz scripts
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@@ -1,43 +0,0 @@
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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. Same for "StaticAdditiveDevice".
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*/
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string type = 1;
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optional bool automatic = 2;
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optional float cooldown = 3;
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optional float duration = 4;
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bool keep_spotted = 5;
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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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* Values from script.visionRadiusPercentageBonus from type CoatedOptics will
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* also be merged into here to be consistent with CamouflageNet. God fucking
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* damn it Wargaming.
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*
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* Same goes for all these:
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* - enginePowerPercentageBonus
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* - visionRadiusPercentageBonus
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*/
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map<string, float> values = 2;
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}
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