public static int BuildStageId(AreaTypeId areaTypeId, RegionTypeId regionTypeId, DifficultyId difficultyId, int number) => default;
public static bool HasRegionPass(this UserEffectData effectData, RegionTypeId region) => default;
public static UserEffectTypeId ToUserEffect(this RegionTypeId region) => default;
public static int[] GetBattlePreset(this UserHeroData heroData, AreaTypeId area, RegionTypeId region, int slotsCount) => default;
public static int GetBattlePresetKey(RegionTypeId region, int slotsCount) => default;
public bool CheckRegionTypeId(RegionTypeId regionTypeId) => default;
public static HeroFraction ToHeroFraction(this RegionTypeId region) => default;
public static AreaTypeId Area(this RegionTypeId region) => default;
public static RegionOpenCondition AssertCanBuyRegionPass(this RegionOpenCondition condition, UserEffectData data, RegionTypeId regionTypeId) => default;
// Extension methods public static Region RegionOrThrow(this StaticStageData data, AreaTypeId areaTypeId, RegionTypeId regionTypeId) => default;