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Add XML documentation to all public APIs
Added comprehensive XML documentation comments to all public interfaces, classes, constructors, methods, and fields to satisfy CS1591 requirements. Changes: - Documented 20 service interfaces with summary and method descriptions - Documented 20 service implementations with class and method descriptions - Added parameter and return value documentation for all public methods - Documented public fields in HpService and MpService - All 91 public members now have proper XML documentation
1 parent abd3381 commit 01dc764

40 files changed

+496
-3
lines changed

src/NosCore.Algorithm/CloseDefenceService/CloseDefenceService.cs

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namespace NosCore.Algorithm.CloseDefenceService
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{
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/// <summary>
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/// Provides close combat defence value calculations for different character classes and levels
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/// </summary>
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public class CloseDefenceService : ICloseDefenceService
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{
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private readonly long[,] _closeDefence = new long[Constants.ClassCount, Constants.MaxLevel];
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/// <summary>
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/// Initializes a new instance of the CloseDefenceService and pre-calculates close defence values for all character classes and levels
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/// </summary>
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public CloseDefenceService()
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{
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var adventurerDefence = 4;
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}
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}
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/// <summary>
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/// Gets the close defence value for a character class at a specific level
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/// </summary>
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/// <param name="class">The character class type</param>
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/// <param name="level">The character level</param>
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/// <returns>The close defence value</returns>
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public long GetCloseDefence(CharacterClassType @class, byte level)
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{
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return _closeDefence![(byte)@class, level - 1];

src/NosCore.Algorithm/CloseDefenceService/ICloseDefenceService.cs

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namespace NosCore.Algorithm.CloseDefenceService
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{
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/// <summary>
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/// Service for calculating close combat defence values
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/// </summary>
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public interface ICloseDefenceService
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{
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/// <summary>
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/// Gets the close defence value for a character class at a specific level
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/// </summary>
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/// <param name="entityClass">The character class type</param>
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/// <param name="level">The character level</param>
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/// <returns>The close defence value</returns>
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long GetCloseDefence(CharacterClassType entityClass, byte level);
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}
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}

src/NosCore.Algorithm/DamageService/DamageService.cs

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namespace NosCore.Algorithm.DamageService
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{
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/// <summary>
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/// Provides damage value calculations for different character classes and levels
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/// </summary>
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public class DamageService : IDamageService
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{
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private readonly long[,] _minDamage = new long[Constants.ClassCount, Constants.MaxLevel];
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/// <summary>
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/// Initializes a new instance of the DamageService and pre-calculates damage values for all character classes and levels
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/// </summary>
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public DamageService()
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{
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_minDamage[(byte)CharacterClassType.Adventurer, 0] = 10;
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}
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}
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/// <summary>
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/// Gets the minimum damage value for a character class at a specific level
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/// </summary>
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/// <param name="class">The character class type</param>
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/// <param name="level">The character level</param>
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/// <returns>The minimum damage value</returns>
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public long GetMinDamage(CharacterClassType @class, byte level)
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{
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return _minDamage![(byte)@class, level - 1];
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}
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/// <summary>
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/// Gets the maximum damage value for a character class at a specific level
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/// </summary>
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/// <param name="class">The character class type</param>
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/// <param name="level">The character level</param>
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/// <returns>The maximum damage value</returns>
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public long GetMaxDamage(CharacterClassType @class, byte level) => GetMinDamage(@class, level);
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}
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}

src/NosCore.Algorithm/DamageService/IDamageService.cs

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namespace NosCore.Algorithm.DamageService
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{
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/// <summary>
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/// Service for calculating damage values for different character classes
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/// </summary>
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public interface IDamageService
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{
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/// <summary>
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/// Gets the minimum damage value for a character class at a specific level
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/// </summary>
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/// <param name="entityClass">The character class type</param>
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/// <param name="level">The character level</param>
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/// <returns>The minimum damage value</returns>
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long GetMinDamage(CharacterClassType entityClass, byte level);
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/// <summary>
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/// Gets the maximum damage value for a character class at a specific level
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/// </summary>
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/// <param name="entityClass">The character class type</param>
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/// <param name="level">The character level</param>
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/// <returns>The maximum damage value</returns>
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long GetMaxDamage(CharacterClassType entityClass, byte level);
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}
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}

src/NosCore.Algorithm/DignityService/DignityService.cs

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namespace NosCore.Algorithm.DignityService
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{
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/// <summary>
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/// Provides dignity level and threshold calculations
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/// </summary>
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public class DignityService : IDignityService
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{
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private readonly Dictionary<DignityType, short> _dignityData = new Dictionary<DignityType, short>();
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/// <summary>
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/// Initializes a new instance of the DignityService and sets up dignity thresholds for each dignity type
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/// </summary>
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public DignityService()
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{
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_dignityData[DignityType.Default] = -99;
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_dignityData[DignityType.Failed] = -1000;
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}
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/// <summary>
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/// Gets the dignity level type based on a dignity value
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/// </summary>
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/// <param name="dignity">The dignity value</param>
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/// <returns>The dignity level type</returns>
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public DignityType GetLevelFromDignity(short dignity)
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{
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foreach (var reput in Enum.GetValues(typeof(DignityType)).Cast<DignityType>())
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return DignityType.Failed;
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}
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/// <summary>
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/// Gets the dignity value range for a specific dignity level
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/// </summary>
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/// <param name="level">The dignity level type</param>
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/// <returns>A tuple containing the maximum and minimum dignity values for the level</returns>
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public (short, short) GetDignity(DignityType level)
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{
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return (level == DignityType.Default ? (short)200 : (short)(_dignityData[level - 1] - 1), _dignityData[level]);

src/NosCore.Algorithm/DignityService/IDignityService.cs

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namespace NosCore.Algorithm.DignityService
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{
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/// <summary>
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/// Service for calculating dignity levels and thresholds
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/// </summary>
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public interface IDignityService
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{
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/// <summary>
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/// Gets the dignity level type based on a dignity value
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/// </summary>
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/// <param name="dignity">The dignity value</param>
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/// <returns>The dignity level type</returns>
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DignityType GetLevelFromDignity(short dignity);
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/// <summary>
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/// Gets the dignity value range for a specific dignity level
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/// </summary>
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/// <param name="level">The dignity level type</param>
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/// <returns>A tuple containing the maximum and minimum dignity values for the level</returns>
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(short, short) GetDignity(DignityType level);
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}
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}

src/NosCore.Algorithm/DistanceDefenceService/DistanceDefenceService.cs

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namespace NosCore.Algorithm.DistanceDefenceService
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{
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/// <summary>
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/// Provides distance combat defence value calculations for different character classes and levels
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/// </summary>
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public class DistanceDefenceService : IDistanceDefenceService
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{
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private readonly long[,] _distanceDefence = new long[Constants.ClassCount, Constants.MaxLevel];
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/// <summary>
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/// Initializes a new instance of the DistanceDefenceService and pre-calculates distance defence values for all character classes and levels
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/// </summary>
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public DistanceDefenceService()
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{
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var adventurerDefence = 4;
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}
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}
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/// <summary>
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/// Gets the distance defence value for a character class at a specific level
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/// </summary>
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/// <param name="class">The character class type</param>
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/// <param name="level">The character level</param>
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/// <returns>The distance defence value</returns>
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public long GetDistanceDefence(CharacterClassType @class, byte level)
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{
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return _distanceDefence![(byte)@class, level - 1];

src/NosCore.Algorithm/DistanceDefenceService/IDistanceDefenceService.cs

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namespace NosCore.Algorithm.DistanceDefenceService
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{
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/// <summary>
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/// Service for calculating distance combat defence values
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/// </summary>
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public interface IDistanceDefenceService
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{
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/// <summary>
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/// Gets the distance defence value for a character class at a specific level
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/// </summary>
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/// <param name="entityClass">The character class type</param>
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/// <param name="level">The character level</param>
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/// <returns>The distance defence value</returns>
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long GetDistanceDefence(CharacterClassType entityClass, byte level);
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}
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}

src/NosCore.Algorithm/DistanceDodgeService/DistanceDodgeService.cs

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namespace NosCore.Algorithm.DistanceDodgeService
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{
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/// <summary>
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/// Provides distance combat dodge value calculations for different character classes and levels
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/// </summary>
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public class DistanceDodgeService : IDistanceDodgeService
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{
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private readonly long[,] _distanceDodge = new long[Constants.ClassCount, Constants.MaxLevel];
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/// <summary>
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/// Initializes a new instance of the DistanceDodgeService and pre-calculates distance dodge values for all character classes and levels
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/// </summary>
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public DistanceDodgeService()
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{
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var swordmanDodge = 8;
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}
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}
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/// <summary>
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/// Gets the distance dodge value for a character class at a specific level
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/// </summary>
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/// <param name="class">The character class type</param>
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/// <param name="level">The character level</param>
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/// <returns>The distance dodge value</returns>
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public long GetDistanceDodge(CharacterClassType @class, byte level)
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{
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return _distanceDodge![(byte)@class, level - 1];

src/NosCore.Algorithm/DistanceDodgeService/IDistanceDodgeService.cs

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namespace NosCore.Algorithm.DistanceDodgeService
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{
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/// <summary>
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/// Service for calculating distance combat dodge values
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/// </summary>
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public interface IDistanceDodgeService
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{
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/// <summary>
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/// Gets the distance dodge value for a character class at a specific level
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/// </summary>
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/// <param name="entityClass">The character class type</param>
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/// <param name="level">The character level</param>
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/// <returns>The distance dodge value</returns>
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long GetDistanceDodge(CharacterClassType entityClass, byte level);
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}
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}

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