NodeIDs: add arch enumerators.
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1 changed files with 203 additions and 2 deletions
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@ -153,7 +153,208 @@ enum OSIDs: Int {
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BetaAssault2,
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};
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enum ArchIDs: Int {
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// Tier 1
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enum ArchIDs: Int { // That tree is a **fucking mess**, so this enum will be too.
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// Left side T1
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StandardFrame = 500099,
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StrengthFrame,
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BoostFrame,
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SupportFrame,
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CombatFrame,
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DurableFibre1,
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EfficientThrusters1,
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MaterialsCollector1,
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TempoPreserver,
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// Left side T2
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StopperFrame,
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ReinforcedFrame,
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Overtaker,
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GeneratorFrame,
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HeavyLoadFrame,
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SiegeMechFrame,
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SentryFrame,
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MetalsReplacement,
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ReactiveArmour1,
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FrameBoostingSystemSType,
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EnemyScanner1,
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MaterialsCollector2,
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CompositeNanorobotics,
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PinpointReticle1,
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// Left side T3
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BlockerUnit,
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Hillgard,
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Atmosformer,
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Revitaliser,
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SupplyCarrier,
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TheEnforcer,
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Precelsior,
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ForcefulTinkeringDType,
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ReactiveArmour2,
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EfficienttThrusters2,
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EnemyScanner2,
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MaterialsCollector3,
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PressurisedGears1,
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PinpointReticle2,
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// Left side T4
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Aurochs,
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Pantheris,
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Vulture,
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Vitalcycler,
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Amberjack,
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Bloodhounds,
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ManOWar,
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Steelwall,
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DurableFibre2,
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Streamliner,
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FortressConfigurations1,
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Afterburners1,
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PerpetualGenerator1,
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DataAnalyser1,
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VoidDestabiliser1,
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Ragelock,
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BinaryMonarchEType,
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Stingray,
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ShieldsformerSystem1,
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ShieldsEnhancer1,
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AcceleratedWalkers1,
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BulletRecollector1,
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EnemyScanner3,
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ArmsSBattery1,
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BinaryMonarchAType,
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// Left side T5
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Longhorn,
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Lionel,
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Stormbyrd,
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Hydra,
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Orca,
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Felcaninus,
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Anglerwasp,
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Ramsgate,
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DoomsdayCargo,
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Ghostech,
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ReactiveArmour3,
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FrameBoostingSystemDType,
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PerpetualGenerator2,
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DataAnalyser2,
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PoweredNanorobotics,
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Styxgear,
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FullMetalJacketAType,
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Thornwhip,
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ShieldsformerSystem2,
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ShieldsRerouter,
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AdditionalThrusters1,
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BulletRecollector2,
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EnemyInspector1,
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ArmsSBattery2,
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FullMetalJacketIType,
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// Elemental T1/2 (there's a lone T1 node, so I won't make a separate group just for it)
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EnemyObserverUnit,
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BladeBlazeCanister,
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BladeCryoCore,
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BladeVoltAmplifier,
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BlazeBulletsTech,
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CryoBulletsTech,
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VoltBulletsTech,
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BlazePodsTech,
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CryoPodsTech,
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VoltPodsTech,
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// Elemental T3
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PowerTransferenceUnit1,
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Adaptive,
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BlazeArmsEnhancer,
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CryoArmsEnhancer,
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VoltArmsEnhancer,
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// Elemental T4
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PowerTransferenceUnit2,
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Elemental,
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BlazeTransferenceUnit,
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CryoTransferenceUnit,
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VoltTransferenceUnit,
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QuickBurningChemicals,
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CryoCoatedMetals,
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VoltageOverclock,
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// Elemental T5
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PowerTransferenceUnit3,
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Revenant,
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ArmsConductionController,
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TrinityCore1,
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PodsConductionController,
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MeltingChemicals,
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LongLastingCryoChems,
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VoltSplitters,
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WeaponStanceControls, // This node is common to both the DW and shield sub-trees.
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// Shield T2
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ProtectiveCoating1,
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MeteorShielder1,
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// Shield T3
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Retaliator,
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Flagbearer1,
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AegisReinforcements1,
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// Shield T4
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Flashspike,
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ProtectiveCoating2,
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MeteorShielder2,
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IntegrityStrengthening1,
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// Shield T5
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Faithbinder,
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SaintessBulwark,
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MeteorShielder3,
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BlizzardCore1,
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// DW T2
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GatheringStorm1,
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WildfireStarter1,
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// DW T3
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MasterOfArms,
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Stormwielder,
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Suncaller,
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// DW T4
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Evoker,
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GatheringStorm2,
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WildfireStarter2,
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GravitationDefier1,
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// DW T5
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Bladedancer,
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Type3ArmsSBattery1,
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ShieldsBatteryRegulator1,
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GravitationDefier2,
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// QB T2/3
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// Okay, time to rant. The first node of the QB sub-tree is a tier 2 node. By itself, it's not that bad,
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// except that... it's the child of Master of Arms, the first T3 node in the DW sub-tree. :DeadInside:
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QuantumMechanicsResearch,
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QuantumAccelerationResearch,
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QuantumControlResearch,
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QuantumCoatingResearch,
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// QB T4
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EnergyCollector1,
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ParticleAccelerator1,
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AmplificationModule1,
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QAugmentedThrusters,
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EssenceRedistributor1,
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MomentumSpiker1,
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// QB T5
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EnergyCollector2,
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ParticleAccelerator2,
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AmplificationModule2,
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QAugmentedShields,
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EssenceRedistributor2,
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MomentumSpiker2,
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};
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