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OpenDiablo2/d2core/inventory_item_armor.go

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package d2core
import (
"log"
"github.com/OpenDiablo2/D2Shared/d2common/d2enum"
"github.com/OpenDiablo2/D2Shared/d2data/d2datadict"
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)
type InventoryItemArmor struct {
inventorySizeX int
inventorySizeY int
inventorySlotX int
inventorySlotY int
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itemName string
itemCode string
armorClass string
}
func GetArmorItemByCode(code string) *InventoryItemArmor {
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result := d2datadict.Armors[code]
if result == nil {
log.Fatalf("Could not find armor entry for code '%s'", code)
}
return &InventoryItemArmor{
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inventorySizeX: result.InventoryWidth,
inventorySizeY: result.InventoryHeight,
itemName: result.Name,
itemCode: result.Code,
armorClass: "lit", // TODO: Where does this come from?
}
}
func (v *InventoryItemArmor) ArmorClass() string {
if v == nil || v.itemCode == "" {
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return "lit"
}
return v.armorClass
}
func (v *InventoryItemArmor) InventoryItemName() string {
if v == nil {
return ""
}
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return v.itemName
}
func (v *InventoryItemArmor) InventoryItemType() d2enum.InventoryItemType {
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return d2enum.InventoryItemTypeArmor
}
func (v *InventoryItemArmor) InventoryGridSize() (int, int) {
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return v.inventorySizeX, v.inventorySizeY
}
func (v *InventoryItemArmor) InventoryGridSlot() (int, int) {
return v.inventorySlotX, v.inventorySlotY
}
func (v *InventoryItemArmor) SetInventoryGridSlot(x int, y int) {
v.inventorySlotX, v.inventorySlotY = x, y
}
func (v *InventoryItemArmor) Serialize() []byte {
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return []byte{}
}
func (v *InventoryItemArmor) ItemCode() string {
if v == nil {
return ""
}
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return v.itemCode
}