yuanshen/Yuanshen.Gameserver/Database/PlayerRecord.cs
wisedev 61cc2055cf First working version of the server
KCP gameserver with packet dispatch, scene streaming, combat, gacha and the
shop, plus a small HTTP server for the login flow and the wish history page.

Game data under assets is pulled out of the client instead of being typed by
hand. The excel tables come from the packed bin container and the spawn points
from the compiled scene scripts.
2026-09-04 02:06:53 +03:00

48 lines
2 KiB
C#

namespace Yuanshen.Gameserver.Database;
internal sealed class PlayerRecord
{
public uint Uid { get; set; }
public string Nickname { get; set; } = "Traveler";
public uint CurrentTeamId { get; set; } = 1;
public ulong CurrentAvatarGuid { get; set; }
public List<ulong> TeamAvatarGuids { get; set; } = new();
public List<uint> TeamAvatarIds { get; set; } = new();
public uint CurrentAvatarId { get; set; }
public Dictionary<uint, ulong> EquippedWeapons { get; set; } = new();
public Dictionary<uint, Dictionary<uint, ulong>> EquippedReliquaries { get; set; } = new();
public Dictionary<uint, AvatarProgress> AvatarProgress { get; set; } = new();
public Dictionary<uint, uint> Materials { get; set; } = new();
public List<uint> KilledNodes { get; set; } = new();
public uint SpawnDataVersion { get; set; }
public Dictionary<uint, uint> GachaPity { get; set; } = new();
public Dictionary<uint, uint> GachaGuarantee { get; set; } = new();
public List<GachaLogEntry> GachaLog { get; set; } = new();
public Dictionary<uint, uint> BoughtGoods { get; set; } = new();
public uint Hcoin { get; set; }
public uint Scoin { get; set; }
public float PosX { get; set; }
public float PosY { get; set; }
public float PosZ { get; set; }
public DateTimeOffset LastSeen { get; set; }
}
internal sealed class AvatarProgress
{
public uint Level { get; set; } = 90;
public uint PromoteLevel { get; set; } = 6;
public uint TalentLevel { get; set; } = 10;
public uint Constellation { get; set; }
public uint WeaponLevel { get; set; } = 90;
public uint WeaponPromote { get; set; } = 6;
public uint WeaponRefinement { get; set; }
}
internal sealed class GachaLogEntry
{
public uint GachaType { get; set; }
public uint ItemId { get; set; }
public uint RankLevel { get; set; }
public string Name { get; set; } = string.Empty;
public string Kind { get; set; } = string.Empty;
public long Time { get; set; }
}