using System.Collections.Concurrent; using DFEngine.Content.Game; namespace DFEngine.Worlds { public class Field { public string MapIDClient { get; set; } public ConcurrentQueue SubHandles { get; set; } public string MapName { get; set; } public FieldMapType Type { get; set; } public short ImmortalSeconds { get; set; } public string ScriptName { get; set; } public bool CanAttackEnemyGuild { get; set; } public bool NeedParty { get; set; } public bool IsPKKQ { get; set; } public bool IsPVP { get; set; } public bool IsPartyBattle { get; set; } public bool LinkIN { get; set; } public bool LinkOUT { get; set; } public bool IsSystemMap { get; set; } public string RegenCity { get; set; } public bool CanRestart { get; set; } public bool CanTrade { get; set; } public bool CanMinihouse { get; set; } public bool CanUseItem { get; set; } public bool CanUseSkill { get; set; } public bool CanChat { get; set; } public bool CanShout { get; set; } public bool CanBooth { get; set; } public bool CanProduce { get; set; } public bool CanRide { get; set; } public bool CanStone { get; set; } public bool CanParty { get; set; } public ushort ExpLossByMob { get; set; } public ushort ExpLossByPlayer { get; set; } public byte ZoneNo { get; set; } public bool IsSubLimit { get; set; } public int SubFrom { get; set; } public int SubTo { get; set; } public ConcurrentBag Regens { get; set; } } }