NodeIDs: add arch enumerators.

This commit is contained in:
Guillaume Jacquemin 2021-08-01 11:55:35 +02:00
parent c6b911300a
commit 304acf2091

View file

@ -153,7 +153,208 @@ enum OSIDs: Int {
BetaAssault2,
};
enum ArchIDs: Int {
// Tier 1
enum ArchIDs: Int { // That tree is a **fucking mess**, so this enum will be too.
// Left side T1
StandardFrame = 500099,
StrengthFrame,
BoostFrame,
SupportFrame,
CombatFrame,
DurableFibre1,
EfficientThrusters1,
MaterialsCollector1,
TempoPreserver,
// Left side T2
StopperFrame,
ReinforcedFrame,
Overtaker,
GeneratorFrame,
HeavyLoadFrame,
SiegeMechFrame,
SentryFrame,
MetalsReplacement,
ReactiveArmour1,
FrameBoostingSystemSType,
EnemyScanner1,
MaterialsCollector2,
CompositeNanorobotics,
PinpointReticle1,
// Left side T3
BlockerUnit,
Hillgard,
Atmosformer,
Revitaliser,
SupplyCarrier,
TheEnforcer,
Precelsior,
ForcefulTinkeringDType,
ReactiveArmour2,
EfficienttThrusters2,
EnemyScanner2,
MaterialsCollector3,
PressurisedGears1,
PinpointReticle2,
// Left side T4
Aurochs,
Pantheris,
Vulture,
Vitalcycler,
Amberjack,
Bloodhounds,
ManOWar,
Steelwall,
DurableFibre2,
Streamliner,
FortressConfigurations1,
Afterburners1,
PerpetualGenerator1,
DataAnalyser1,
VoidDestabiliser1,
Ragelock,
BinaryMonarchEType,
Stingray,
ShieldsformerSystem1,
ShieldsEnhancer1,
AcceleratedWalkers1,
BulletRecollector1,
EnemyScanner3,
ArmsSBattery1,
BinaryMonarchAType,
// Left side T5
Longhorn,
Lionel,
Stormbyrd,
Hydra,
Orca,
Felcaninus,
Anglerwasp,
Ramsgate,
DoomsdayCargo,
Ghostech,
ReactiveArmour3,
FrameBoostingSystemDType,
PerpetualGenerator2,
DataAnalyser2,
PoweredNanorobotics,
Styxgear,
FullMetalJacketAType,
Thornwhip,
ShieldsformerSystem2,
ShieldsRerouter,
AdditionalThrusters1,
BulletRecollector2,
EnemyInspector1,
ArmsSBattery2,
FullMetalJacketIType,
// Elemental T1/2 (there's a lone T1 node, so I won't make a separate group just for it)
EnemyObserverUnit,
BladeBlazeCanister,
BladeCryoCore,
BladeVoltAmplifier,
BlazeBulletsTech,
CryoBulletsTech,
VoltBulletsTech,
BlazePodsTech,
CryoPodsTech,
VoltPodsTech,
// Elemental T3
PowerTransferenceUnit1,
Adaptive,
BlazeArmsEnhancer,
CryoArmsEnhancer,
VoltArmsEnhancer,
// Elemental T4
PowerTransferenceUnit2,
Elemental,
BlazeTransferenceUnit,
CryoTransferenceUnit,
VoltTransferenceUnit,
QuickBurningChemicals,
CryoCoatedMetals,
VoltageOverclock,
// Elemental T5
PowerTransferenceUnit3,
Revenant,
ArmsConductionController,
TrinityCore1,
PodsConductionController,
MeltingChemicals,
LongLastingCryoChems,
VoltSplitters,
WeaponStanceControls, // This node is common to both the DW and shield sub-trees.
// Shield T2
ProtectiveCoating1,
MeteorShielder1,
// Shield T3
Retaliator,
Flagbearer1,
AegisReinforcements1,
// Shield T4
Flashspike,
ProtectiveCoating2,
MeteorShielder2,
IntegrityStrengthening1,
// Shield T5
Faithbinder,
SaintessBulwark,
MeteorShielder3,
BlizzardCore1,
// DW T2
GatheringStorm1,
WildfireStarter1,
// DW T3
MasterOfArms,
Stormwielder,
Suncaller,
// DW T4
Evoker,
GatheringStorm2,
WildfireStarter2,
GravitationDefier1,
// DW T5
Bladedancer,
Type3ArmsSBattery1,
ShieldsBatteryRegulator1,
GravitationDefier2,
// QB T2/3
// Okay, time to rant. The first node of the QB sub-tree is a tier 2 node. By itself, it's not that bad,
// except that... it's the child of Master of Arms, the first T3 node in the DW sub-tree. :DeadInside:
QuantumMechanicsResearch,
QuantumAccelerationResearch,
QuantumControlResearch,
QuantumCoatingResearch,
// QB T4
EnergyCollector1,
ParticleAccelerator1,
AmplificationModule1,
QAugmentedThrusters,
EssenceRedistributor1,
MomentumSpiker1,
// QB T5
EnergyCollector2,
ParticleAccelerator2,
AmplificationModule2,
QAugmentedShields,
EssenceRedistributor2,
MomentumSpiker2,
};