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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-20 03:16:26 -05:00

Missiles.txt Parsing (#55)

* Missiles Parsing

* Missiles.txt lookup table and  fixes
This commit is contained in:
nicholasdechiara 2018-12-17 16:34:19 -05:00 committed by Tim Sarbin
parent 4ae59dfcc0
commit 5904658dad
4 changed files with 683 additions and 52 deletions

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@ -16,5 +16,7 @@ namespace OpenDiablo2.Common.Interfaces
ImmutableList<IEnemyTypeConfig> EnemyTypeConfigs { get; } ImmutableList<IEnemyTypeConfig> EnemyTypeConfigs { get; }
ImmutableList<ObjectInfo> Objects { get; } ImmutableList<ObjectInfo> Objects { get; }
ImmutableList<ObjectTypeInfo> ObjectTypes { get; } ImmutableList<ObjectTypeInfo> ObjectTypes { get; }
ImmutableDictionary<int, IMissileTypeConfig> MissileTypeConfigs { get; }
ImmutableDictionary<string, int> MissileTypeConfigsLookup { get; }
} }
} }

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@ -1,4 +1,5 @@
using System; using OpenDiablo2.Common.Enums.Mobs;
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Text; using System.Text;
@ -8,5 +9,139 @@ namespace OpenDiablo2.Common.Interfaces.Mobs
{ {
public interface IMissileTypeConfig public interface IMissileTypeConfig
{ {
string Name { get; }
int Id { get; }
int ClientMovementFunctionId { get; }
int ClientHitFunctionId { get; }
int ServerMovementFunctionId { get; }
int ServerHitFunctionId { get; }
int ServerDamageFunctionId { get; }
string ServerMovementCalc { get; }
int[] ServerMovementParams { get; }
string ClientMovementCalc { get; }
int[] ClientMovementParams { get; }
string ServerHitCalc { get; }
int[] ServerHitParams { get; }
string ClientHitCalc { get; }
int[] ClientHitParams { get; }
string ServerDamageCalc { get; }
int[] ServerDamageParams { get; }
int BaseVelocity { get; }
int MaxVelocity { get; }
int VelocityPerSkillLevel { get; }
int Acceleration { get; }
int Range { get; }
int ExtraRangePerLevel { get; }
int LightRadius { get; }
bool LightFlicker { get; }
byte[] LightColor { get; }
int FramesBeforeVisible { get; }
int FramesBeforeActive { get; }
bool LoopAnimation { get; }
string CelFilePath { get; }
int AnimationRate { get; }
int AnimationLength { get; }
int AnimationSpeed { get; }
int StartingFrame { get; }
bool AnimationHasSubLoop { get; }
int AnimationSubLoopStart { get; }
int AnimationSubLoopEnd { get; }
int CollisionType { get; }
bool CollideKill { get; }
bool CollideFriend { get; }
bool CollideLast { get; }
bool CollisionUnknown { get; }
bool CollisionClient { get; }
bool CollisionClientSend { get; }
bool CollisionUseTimer { get; }
int CollisionTimerLength { get; }
int XOffset { get; }
int YOffset { get; }
int ZOffset { get; }
int Size { get; }
bool SrcTown { get; }
bool SrcTownClient { get; }
bool CanDestroy { get; }
bool UseAttackRating { get; }
bool AlwaysExplode { get; }
bool IsClientExplosion { get; }
bool AllowedInTown { get; }
bool NoUniqueMod { get; }
bool NoMultishotMod { get; }
int Holy { get; }
bool CanSlow { get; }
bool ReturnFire { get; }
bool KnockIntoGetHit { get; }
bool SoftHit { get; }
int KnockbackChance { get; }
int TransparencyType { get; }
bool UsesQuantity { get; }
bool Pierce { get; }
bool SpecialSetup { get; }
bool MissileSkill { get; }
string SkillName { get; }
int ResultFlags { get; }
int HitFlags { get; }
int HitShift { get; }
bool ApplyMastery { get; }
int SourceDamage { get; }
bool HalfWithTwoHandedWeapon { get; }
int SourceMissileDamage { get; }
int MinDamage { get; }
int MaxDamage { get; }
int[] MinDamagePerLevel { get; }
int[] MaxDamagePerLevel { get; }
string PhysicalDamageSynergyCalc { get; }
eDamageTypes ElementalDamageType { get; }
int ElementalMinDamage { get; }
int ElementalMaxDamage { get; }
int[] ElementalMinDamagePerLevel { get; }
int[] ElementalMaxDamagePerLevel { get; }
string ElementalDamageSynergyCalc { get; }
int ElementalDuration { get; }
int[] ElementalDurationPerLevel { get; }
int HitClass { get; }
bool CanBleed { get; }
bool AffectedByOpenWounds { get; }
int DamageRate { get; }
string SoundTravel { get; }
string SoundHit { get; }
string SoundProg { get; }
string ProgOverlay { get; }
string ExplosionMissile { get; }
string[] SubMissiles { get; }
string[] HitSubMissiles { get; }
string[] ClientSubMissiles { get; }
string[] ClientHitSubMissiles { get; }
} }
} }

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@ -1,4 +1,5 @@
using OpenDiablo2.Common.Interfaces.Mobs; using OpenDiablo2.Common.Enums.Mobs;
using OpenDiablo2.Common.Interfaces.Mobs;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
@ -12,8 +13,34 @@ namespace OpenDiablo2.Common.Models.Mobs
public string Name { get; private set; } public string Name { get; private set; }
public int Id { get; private set; } public int Id { get; private set; }
public int ClientMovementFunctionId { get; private set; } // defines how the missile acts graphically when it moves
public int ClientHitFunctionId { get; private set; } // defines how the missile acts graphically when it hits
public int ServerMovementFunctionId { get; private set; } // defines how the missile actually moves
public int ServerHitFunctionId { get; private set; } // defines how the missile actually hits
public int ServerDamageFunctionId { get; private set; } // defines if the missile has special damage effect
// like "mana burn" or "stuns", etc.
public string ServerMovementCalc { get; private set; } // used by movement function
// what this does really needs to be researched
// values for this are like "0", "3", "lvl*2" and the comment describes this as "# subloops"
public int[] ServerMovementParams { get; private set; } // what these do depend on the movement function id chosen
public string ClientMovementCalc { get; private set; } // the client equivalent of ServerMovementCalc
public int[] ClientMovementParams { get; private set; } // affect client movement func
public string ServerHitCalc { get; private set; } // used by hit function
public int[] ServerHitParams { get; private set; } // used by hit function
public string ClientHitCalc { get; private set; } // used by hit function
public int[] ClientHitParams { get; private set; } // used by hit function
public string ServerDamageCalc { get; private set; } // used when damage is dealt
public int[] ServerDamageParams { get; private set; } // used by damage function
public int BaseVelocity { get; private set; } public int BaseVelocity { get; private set; }
public int MaxVelocity { get; private set; } public int MaxVelocity { get; private set; }
public int VelocityPerSkillLevel { get; private set; } // extra vel per skill level
// NOTE: may be unused! requires some research
public int Acceleration { get; private set; } public int Acceleration { get; private set; }
public int Range { get; private set; } public int Range { get; private set; }
public int ExtraRangePerLevel { get; private set; } public int ExtraRangePerLevel { get; private set; }
@ -37,18 +64,177 @@ namespace OpenDiablo2.Common.Models.Mobs
public int AnimationSubLoopEnd { get; private set; } // what frame to end at in subloop public int AnimationSubLoopEnd { get; private set; } // what frame to end at in subloop
// when it hits this, goes back to subloop start or goes to end if missile is set to die (out of range) // when it hits this, goes back to subloop start or goes to end if missile is set to die (out of range)
public int CollisionType { get; private set; }
//0: no collision
//1: cols with units
//3: cols with units and walls
//6: cols with walls
//8: cols with units, walls, and floors
public bool CollideKill { get; private set; } // if true, this is killed on collision
public bool CollideFriend { get; private set; } // if true, can collide with allies
public bool CollideLast { get; private set; } // unknown
public bool CollisionUnknown { get; private set; } // unknown
public bool CollisionClient { get; private set; } // seems to be unused; unknown
public bool CollisionClientSend { get; private set; } // unknown
public bool CollisionUseTimer { get; private set; } // use collision timer after first collision
public int CollisionTimerLength { get; private set; } // how long the above timer is
// for instance, if timerlength is 40, a missile will be unable to damage another unit
// until 40 frames have passed
public int XOffset { get; private set; }
public int YOffset { get; private set; }
public int ZOffset { get; private set; }
public int Size { get; private set; } // diameter in subtiles
public bool SrcTown { get; private set; } // unknown, probably means missile dies if caster enters town
public bool SrcTownClient { get; private set; } // client version of above
public bool CanDestroy { get; private set; } // unknown
public bool UseAttackRating { get; private set; } // if true, uses attack rating to calculate hit
// if false, has a fixed 95% chance of hitting
public bool AlwaysExplode { get; private set; } // if true, always explodes on death even if it
// just runs out of range and doesn't hit anything
public bool IsClientExplosion { get; private set; } // if true, doesn't exist on server, only for graphical effect
public bool AllowedInTown { get; private set; } // if true, doesn't vanish in town
public bool NoUniqueMod { get; private set; } // if true, does not receive bonuses from unique monster modifiers
public bool NoMultishotMod { get; private set; } // if true, not affected by multishot modifier of bosses
public int Holy { get; private set; } // Controls what this missile can hit
// 0 = any unit, 1 = only undead, 2 = demons, 3 = any units (COULD USE EXTRA TESTING)
public bool CanSlow { get; private set; } // specifically means (if true) that this is effected by skill_handofathena
public bool ReturnFire { get; private set; } // if true, can trigger collision events on target
// collision events are things that happen when getting hit
public bool KnockIntoGetHit { get; private set; } // if true, can knock target into hit recovery mode
public bool SoftHit { get; private set; } // unknown
public int KnockbackChance { get; private set; } // how often to trigger hit recovery mode on target
public int TransparencyType { get; private set; } // 0= normal, 1 = alpha blending, 2 = special blending (?)
public bool UsesQuantity { get; private set; } //does it use up quantity in conjunction with its skill
public bool Pierce { get; private set; } // if true, affected by amazon's Pierce
public bool SpecialSetup { get; private set; } // unknown. associated with potions
public bool MissileSkill { get; private set; } // if true, the splash radius of this missile
// gains the elemental damage of items and loses all other damage modifiers (???)
public string SkillName { get; private set; } // if set to a non-empty value, this missile
// inherits its damage info from the skill with this name
public int ResultFlags { get; private set; } // unknown, probably just for reference
public int HitFlags { get; private set; } // unknown, probably just for reference
public int HitShift { get; private set; } // hitshift is a bitwise shift that is applied
// to all of the damage values. Life is stored as 256ths. In a typical scenario, a
// hitshift of 8 and a damage of 1 would become a real damage of 256
public bool ApplyMastery { get; private set; } // not 100% clear, but seems to indicate
// whether or not mastery bonuses are applied for MeteorFire
public int SourceDamage { get; private set; } // this value is in 128ths for some reason
// so 128 = 100%. This has to do with whether the damage you would do with a normal attack
// is added to the damage of this missile. This includes any modifiers on your normal attack,
// such as lifesteal and other elemental damage, or bonuses from skills on your normal attack.
public bool HalfWithTwoHandedWeapon { get; private set; } // if true, does half the damage if
// used with a two-handed weapon
public int SourceMissileDamage { get; private set; } // if this is created by another missile,
// tells this one how much damage to carry over (128 = 100%)
public int MinDamage { get; private set; } // remember, these are shifted by hitshift
public int MaxDamage { get; private set; }
public int[] MinDamagePerLevel { get; private set; } // damage to add per level in the skill
public int[] MaxDamagePerLevel { get; private set; } // or if no skill is associated, level
// of the attacking unit. There are 5 min/max damage per level values, and they correspond
// to different level ranges: 2-8, 9-16, 17-22, 23-28 and 29+
public string PhysicalDamageSynergyCalc { get; private set; } // a percentage bonus is applied
// to physical damage dealt by this missile based on this calculation. Does not include base damage
// from srcdamage
public eDamageTypes ElementalDamageType { get; private set; }
public int ElementalMinDamage { get; private set; } // remember, these are shifted by hitshift
public int ElementalMaxDamage { get; private set; }
public int[] ElementalMinDamagePerLevel { get; private set; } // damage to add per level in the skill
public int[] ElementalMaxDamagePerLevel { get; private set; } // or if no skill is associated, level
// of the attacking unit. There are 5 min/max damage per level values, and they correspond
// to different level ranges: 2-8, 9-16, 17-22, 23-28 and 29+
public string ElementalDamageSynergyCalc { get; private set; } // a percentage bonus is applied
// to elemental damage dealt by this missile based on this calculation.
public int ElementalDuration { get; private set; } // in frames (25 = 1 second), duration used
// for stun poison and burning damage
public int[] ElementalDurationPerLevel { get; private set; } // extra duration per level in
// the skill (or unit's level if none is specified). There are 3 of these values and they correspond
// to different level ranges, but these level ranges are currently unknown (TODO)
public int HitClass { get; private set; } // a lot is unknown about how hitclass works,
// but it appears to mostly influence client-side effects like what sound effect plays on hit
// NumDirections is just for reference
public bool CanBleed { get; private set; }
public bool AffectedByOpenWounds { get; private set; }
public int DamageRate { get; private set; } // this needs to be better understood, but seems to
// indicate how often the magic_damage_reduced stat can be applied to this missile.
public string SoundTravel { get; private set; }
public string SoundHit { get; private set; }
public string SoundProg { get; private set; } // plays at special events determined by client side
// collision functions
public string ProgOverlay { get; private set; } // overlay used for special events determined by
// client side collision functions
public string ExplosionMissile { get; private set; } // explosion missile created when missile
// successfully collides with a unit or obstacle (or whenever it dies if AlwaysExplodes is true)
public string[] SubMissiles { get; private set; } // missile names spawned by server movement functions (1-3)
public string[] HitSubMissiles { get; private set; } // spawned by server collision functions (1-4)
public string[] ClientSubMissiles { get; private set; } // client version of submissiles 1-3
public string[] ClientHitSubMissiles { get; private set; } // client version of hitsubmissiles 1-4
public MissileTypeConfig(string Name, int Id, public MissileTypeConfig(string Name, int Id,
int BaseVelocity, int MaxVelocity, int Acceleration, int Range, int ExtraRangePerLevel, int ClientMovementFunctionId, int ClientHitFunctionId, int ServerMovementFunctionId,
int ServerHitFunctionId, int ServerDamageFunctionId,
string ServerMovementCalc, int[] ServerMovementParams,
string ClientMovementCalc, int[] ClientMovementParams,
string ServerHitCalc, int[] ServerHitParams,
string ClientHitCalc, int[] ClientHitParams,
string ServerDamageCalc, int[] ServerDamageParams,
int BaseVelocity, int MaxVelocity, int VelocityPerSkillLevel, int Acceleration, int Range, int ExtraRangePerLevel,
int LightRadius, bool LightFlicker, byte[] LightColor, int LightRadius, bool LightFlicker, byte[] LightColor,
int FramesBeforeVisible, int FramesBeforeActive, bool LoopAnimation, string CelFilePath, int FramesBeforeVisible, int FramesBeforeActive, bool LoopAnimation, string CelFilePath,
int AnimationRate, int AnimationLength, int AnimationSpeed, int StartingFrame, int AnimationRate, int AnimationLength, int AnimationSpeed, int StartingFrame,
bool AnimationHasSubLoop, int AnimationSubLoopStart, int AnimationSubLoopEnd) bool AnimationHasSubLoop, int AnimationSubLoopStart, int AnimationSubLoopEnd,
int CollisionType, bool CollideKill, bool CollideFriend, bool CollideLast,
bool CollisionUnknown, bool CollisionClient, bool CollisionClientSend,
bool CollisionUseTimer, int CollisionTimerLength,
int XOffset, int YOffset, int ZOffset, int Size,
bool SrcTown, bool SrcTownClient, bool CanDestroy,
bool UseAttackRating, bool AlwaysExplode, bool IsClientExplosion,
bool AllowedInTown, bool NoUniqueMod, bool NoMultishotMod, int Holy,
bool CanSlow, bool ReturnFire, bool KnockIntoGetHit, bool SoftHit,
int KnockbackChance, int TransparencyType, bool UsesQuantity, bool Pierce, bool SpecialSetup,
bool MissileSkill, string SkillName, int ResultFlags, int HitFlags, int HitShift,
bool ApplyMastery, int SourceDamage, bool HalfWithTwoHandedWeapon, int SourceMissileDamage,
int MinDamage, int MaxDamage, int[] MinDamagePerLevel, int[] MaxDamagePerLevel,
string PhysicalDamageSynergyCalc, eDamageTypes ElementalDamageType, int ElementalMinDamage,
int ElementalMaxDamage, int[] ElementalMinDamagePerLevel, int[] ElementalMaxDamagePerLevel,
string ElementalDamageSynergyCalc, int ElementalDuration, int[] ElementalDurationPerLevel,
int HitClass, bool CanBleed, bool AffectedByOpenWounds, int DamageRate,
string SoundTravel, string SoundHit, string SoundProg,
string ProgOverlay, string ExplosionMissile,
string[] SubMissiles, string[] HitSubMissiles,
string[] ClientSubMissiles, string[] ClientHitSubMissiles
)
{ {
this.Name = Name; this.Name = Name;
this.Id = Id; this.Id = Id;
this.ClientMovementFunctionId = ClientMovementFunctionId;
this.ClientHitFunctionId = ClientHitFunctionId;
this.ServerMovementFunctionId = ServerMovementFunctionId;
this.ServerHitFunctionId = ServerHitFunctionId;
this.ServerDamageFunctionId = ServerDamageFunctionId;
this.ServerMovementCalc = ServerMovementCalc;
this.ServerMovementParams = ServerMovementParams;
this.ClientMovementCalc = ClientMovementCalc;
this.ClientMovementParams = ClientMovementParams;
this.ServerHitCalc = ServerHitCalc;
this.ServerHitParams = ServerHitParams;
this.ClientHitCalc = ClientHitCalc;
this.ClientHitParams = ClientHitParams;
this.ServerDamageCalc = ServerDamageCalc;
this.ServerDamageParams = ServerDamageParams;
this.BaseVelocity = BaseVelocity; this.BaseVelocity = BaseVelocity;
this.MaxVelocity = MaxVelocity; this.MaxVelocity = MaxVelocity;
this.VelocityPerSkillLevel = VelocityPerSkillLevel;
this.Acceleration = Acceleration; this.Acceleration = Acceleration;
this.Range = Range; this.Range = Range;
this.ExtraRangePerLevel = ExtraRangePerLevel; this.ExtraRangePerLevel = ExtraRangePerLevel;
@ -68,32 +254,159 @@ namespace OpenDiablo2.Common.Models.Mobs
this.AnimationHasSubLoop = AnimationHasSubLoop; this.AnimationHasSubLoop = AnimationHasSubLoop;
this.AnimationSubLoopStart = AnimationSubLoopStart; this.AnimationSubLoopStart = AnimationSubLoopStart;
this.AnimationSubLoopEnd = AnimationSubLoopEnd; this.AnimationSubLoopEnd = AnimationSubLoopEnd;
this.CollisionType = CollisionType;
this.CollideKill = CollideKill;
this.CollideFriend = CollideFriend;
this.CollideLast = CollideLast;
this.CollisionUnknown = CollisionUnknown;
this.CollisionClient = CollisionClient;
this.CollisionClientSend = CollisionClientSend;
this.CollisionUseTimer = CollisionUseTimer;
this.CollisionTimerLength = CollisionTimerLength;
this.XOffset = XOffset;
this.YOffset = YOffset;
this.ZOffset = ZOffset;
this.Size = Size;
this.SrcTown = SrcTown;
this.SrcTownClient = SrcTownClient;
this.CanDestroy = CanDestroy;
this.UseAttackRating = UseAttackRating;
this.AlwaysExplode = AlwaysExplode;
this.IsClientExplosion = IsClientExplosion;
this.AllowedInTown = AllowedInTown;
this.NoUniqueMod = NoUniqueMod;
this.NoMultishotMod = NoMultishotMod;
this.Holy = Holy;
this.CanSlow = CanSlow;
this.ReturnFire = ReturnFire;
this.KnockIntoGetHit = KnockIntoGetHit;
this.SoftHit = SoftHit;
this.KnockbackChance = KnockbackChance;
this.TransparencyType = TransparencyType;
this.UsesQuantity = UsesQuantity;
this.Pierce = Pierce;
this.SpecialSetup = SpecialSetup;
this.MissileSkill = MissileSkill;
this.SkillName = SkillName;
this.ResultFlags = ResultFlags;
this.HitFlags = HitFlags;
this.HitShift = HitShift;
this.ApplyMastery = ApplyMastery;
this.SourceDamage = SourceDamage;
this.HalfWithTwoHandedWeapon = HalfWithTwoHandedWeapon;
this.SourceMissileDamage = SourceMissileDamage;
this.MinDamage = MinDamage;
this.MaxDamage = MaxDamage;
this.MinDamagePerLevel = MinDamagePerLevel;
this.MaxDamagePerLevel = MaxDamagePerLevel;
this.PhysicalDamageSynergyCalc = PhysicalDamageSynergyCalc;
this.ElementalDamageType = ElementalDamageType;
this.ElementalMinDamage = ElementalMinDamage;
this.ElementalMaxDamage = ElementalMaxDamage;
this.ElementalMinDamagePerLevel = ElementalMinDamagePerLevel;
this.ElementalMaxDamagePerLevel = ElementalMaxDamagePerLevel;
this.ElementalDamageSynergyCalc = ElementalDamageSynergyCalc;
this.ElementalDuration = ElementalDuration;
this.ElementalDurationPerLevel = ElementalDurationPerLevel;
this.HitClass = HitClass;
this.CanBleed = CanBleed;
this.AffectedByOpenWounds = AffectedByOpenWounds;
this.DamageRate = DamageRate;
this.SoundTravel = SoundTravel;
this.SoundHit = SoundHit;
this.SoundProg = SoundProg;
this.ProgOverlay = ProgOverlay;
this.ExplosionMissile = ExplosionMissile;
this.SubMissiles = SubMissiles;
this.HitSubMissiles = HitSubMissiles;
this.ClientSubMissiles = ClientSubMissiles;
this.ClientHitSubMissiles = ClientHitSubMissiles;
} }
} }
public static class MissileTypeConfigHelper public static class MissileTypeConfigHelper
{ {
//Missile Id Vel MaxVel Accel Range LevRange // Missile | Id | pCltDoFunc | pCltHitFunc | pSrvDoFunc | pSrvHitFunc | pSrvDmgFunc | SrvCalc1 | *srv calc 1 desc | Param1 |
//0 1 2 3 4 5 6 // 0 1 2 3 4 5 6 7 8 9
//Light Flicker Red Green Blue // *param1 desc | Param2 | *param2 desc | Param3 | *param3 desc | Param4 | *param4 desc | Param5 | *param5 desc | CltCalc1 |
//7 8 9 10 11 // 10 11 12 13 14 15 16 17 18 19
//InitSteps Activate // *client calc 1 desc | CltParam1 | *client param1 desc | CltParam2 | *client param2 desc | CltParam3 | *client param3 desc |
//12 13 // 20 21 22 23 24 25 26
//LoopAnim CelFile AnimLen RandStart SubLoop SubStart SubStop // CltParam4 | *client param4 desc | CltParam5 | *client param5 desc | SHitCalc1 | *server hit calc 1 desc | sHitPar1 | *server hit param1 desc |
//14 15 16 17 18 19 20 // 27 28 29 30 31 32 33 34
//CollideType CollideKill CollideFriend LastCollide Collision // sHitPar2 | *server hit param2 desc | sHitPar3 | *server hit param3 desc | CHitCalc1 | *client hit calc1 desc | cHitPar1 |
//21 22 23 24 25 // 35 36 37 38 39 40 41
//ClientSend NextHit NextDelay Size CanDestroy ToHit AlwaysExplode Explosion // *client hit param1 desc | cHitPar2 | *client hit param2 desc | cHitPar3 | *client hit param3 desc | DmgCalc1 | *damage calc 1 |
//26 27 28 29 30 31 32 33 // 42 43 44 45 46 47 48
//NeverDup ReturnFire GetHit KnockBack Trans Qty Pierce // dParam1 | *damage param1 desc | dParam2 | *damage param2 desc | Vel | MaxVel | VelLev | Accel | Range | LevRange | Light |
//34 35 36 37 38 39 40 // 49 50 51 52 53 54 55 56 57 58 59
//Param1 Param1 Comment Param2 Param2 Comment SpecialSetup // Flicker | Red | Green | Blue | InitSteps | Activate | LoopAnim | CelFile | animrate | AnimLen | AnimSpeed | RandStart | SubLoop |
//41 42 43 44 45 // 60 61 62 63 64 65 66 67 68 69 70 71 72
//Open Beta Skill HitShift SrcDamage MinDamage MaxDamage LevDamage // SubStart | SubStop | CollideType | CollideKill | CollideFriend | LastCollide | Collision | ClientCol | ClientSend | NextHit |
//46 47 48 49 50 51 52 53 // 73 74 75 76 77 78 79 80 81 82
//EType EMin Emax ELevel ELen ELevelLen HitClass NumDirections LocalBlood // NextDelay | xoffset | yoffset | zoffset | Size | SrcTown | CltSrcTown | CanDestroy | ToHit | AlwaysExplode | Explosion |
//54 55 56 57 58 59 60 61 62 // 83 84 85 86 87 88 89 90 91 92 93
// Town | NoUniqueMod | NoMultiShot | Holy | CanSlow | ReturnFire | GetHit | SoftHit | KnockBack | Trans | Qty | Pierce | SpecialSetup |
// 94 95 96 97 98 99 100 101 102 103 104 105 106
// MissileSkill | Skill | ResultFlags | HitFlags | HitShift | ApplyMastery | SrcDamage | Half2HSrc | SrcMissDmg | MinDamage |
// 107 108 109 110 111 112 113 114 115 116
// MinLevDam1 | MinLevDam2 | MinLevDam3 | MinLevDam4 | MinLevDam5 | MaxDamage | MaxLevDam1 | MaxLevDam2 | MaxLevDam3 | MaxLevDam4 |
// 117 118 119 120 121 122 123 124 125 126
// MaxLevDam5 | DmgSymPerCalc | EType | EMin | MinELev1 | MinELev2 | MinELev3 | MinELev4 | MinELev5 | Emax | MaxELev1 | MaxELev2 |
// 127 128 129 130 131 132 133 134 135 136 137 138
// MaxELev3 | MaxELev4 | MaxELev5 | EDmgSymPerCalc | ELen | ELevLen1 | ELevLen2 | ELevLen3 | HitClass | NumDirections | LocalBlood |
// 139 140 141 142 143 144 145 146 147 148 149
// DamageRate | TravelSound | HitSound | ProgSound | ProgOverlay | ExplosionMissile | SubMissile1 | SubMissile2 | SubMissile3 |
// 150 151 152 153 154 155 156 157 158
// HitSubMissile1 | HitSubMissile2 | HitSubMissile3 | HitSubMissile4 | CltSubMissile1 | CltSubMissile2 | CltSubMissile3 | CltHitSubMissile1 |
// 159 160 161 162 163 164 165 166
private static eDamageTypes DamageTypeFromString(string s)
{
switch (s)
{
case "fire":
return eDamageTypes.FIRE;
case "ltng":
return eDamageTypes.LIGHTNING;
case "mag":
return eDamageTypes.MAGIC;
case "cold":
return eDamageTypes.COLD;
case "pois":
return eDamageTypes.POISON;
case "life":
return eDamageTypes.LIFE_STEAL;
case "mana":
return eDamageTypes.MANA_STEAL;
case "stam":
return eDamageTypes.STAMINA_STEAL;
case "stun":
return eDamageTypes.STUN; // note: stun damage is ignored, only uses duration
case "rand":
return eDamageTypes.RANDOM;
case "burn":
return eDamageTypes.BURN;
case "frze":
return eDamageTypes.FREEZE;
default:
return eDamageTypes.NONE;
}
}
private static int IntOrZero(string s)
{
if (string.IsNullOrWhiteSpace(s) || s.StartsWith("*")) // comments begin with *
{
return 0;
}
return Convert.ToInt32(s);
}
public static IMissileTypeConfig ToMissileTypeConfig(this string[] row) public static IMissileTypeConfig ToMissileTypeConfig(this string[] row)
{ {
@ -101,30 +414,209 @@ namespace OpenDiablo2.Common.Models.Mobs
Name: row[0], Name: row[0],
Id: Convert.ToInt32(row[1]), Id: Convert.ToInt32(row[1]),
BaseVelocity: Convert.ToInt32(row[2]), ClientMovementFunctionId: IntOrZero(row[2]),
MaxVelocity: Convert.ToInt32(row[3]), ClientHitFunctionId: IntOrZero(row[3]),
Acceleration: Convert.ToInt32(row[4]), ServerMovementFunctionId: IntOrZero(row[4]),
Range: Convert.ToInt32(row[5]), ServerHitFunctionId: IntOrZero(row[5]),
ExtraRangePerLevel: Convert.ToInt32(row[6]), ServerDamageFunctionId: IntOrZero(row[6]),
ServerMovementCalc: row[7],
ServerMovementParams: new int[] {
IntOrZero(row[9]),
IntOrZero(row[11]),
IntOrZero(row[13]),
IntOrZero(row[15]),
IntOrZero(row[17]),
},
ClientMovementCalc: row[19],
ClientMovementParams: new int[]{
IntOrZero(row[21]),
IntOrZero(row[23]),
IntOrZero(row[25]),
IntOrZero(row[27]),
IntOrZero(row[29])
},
ServerHitCalc: row[31],
ServerHitParams: new int[]{
IntOrZero(row[33]),
IntOrZero(row[35]),
IntOrZero(row[37])
},
ClientHitCalc: row[39],
ClientHitParams: new int[]{
IntOrZero(row[41]),
IntOrZero(row[43]),
IntOrZero(row[45])
},
ServerDamageCalc: row[47],
ServerDamageParams: new int[]{
IntOrZero(row[49]),
IntOrZero(row[51])
},
LightRadius: Convert.ToInt32(row[7]),
LightFlicker: (row[8] == "1"),
LightColor: new byte[] {Convert.ToByte(row[9]), Convert.ToByte(row[10]), Convert.ToByte(row[11])},
FramesBeforeVisible: Convert.ToInt32(row[12]), BaseVelocity: IntOrZero(row[53]),
FramesBeforeActive: Convert.ToInt32(row[13]), MaxVelocity: IntOrZero(row[54]),
LoopAnimation: (row[14] == "1"), VelocityPerSkillLevel: IntOrZero(row[55]),
CelFilePath: row[15], Acceleration: IntOrZero(row[56]),
Range: IntOrZero(row[57]),
ExtraRangePerLevel: IntOrZero(row[58]),
// TODO: these rows are wrong! research why our missiles.txt has different columns thatn the one in the guide??? LightRadius: IntOrZero(row[59]),
// TODO: UNFINISHED LightFlicker: (row[60] == "1"),
AnimationRate: Convert.ToInt32(row[16]), LightColor: new byte[] {
AnimationLength: Convert.ToInt32(row[17]), Convert.ToByte(IntOrZero(row[61])),
AnimationSpeed: Convert.ToInt32(row[18]), Convert.ToByte(IntOrZero(row[62])),
StartingFrame: Convert.ToInt32(row[19]), Convert.ToByte(IntOrZero(row[63]))
AnimationHasSubLoop: (row[20] == "1"), },
AnimationSubLoopStart: Convert.ToInt32(row[16]),
AnimationSubLoopEnd: Convert.ToInt32(row[16]) FramesBeforeVisible: IntOrZero(row[64]),
FramesBeforeActive: IntOrZero(row[65]),
LoopAnimation: (row[66] == "1"),
CelFilePath: row[67],
AnimationRate: IntOrZero(row[68]),
AnimationLength: IntOrZero(row[69]),
AnimationSpeed: IntOrZero(row[70]),
StartingFrame: IntOrZero(row[71]),
AnimationHasSubLoop: (row[72] == "1"),
AnimationSubLoopStart: IntOrZero(row[73]),
AnimationSubLoopEnd: IntOrZero(row[74]),
CollisionType: IntOrZero(row[75]),
CollideKill: (row[76] == "1"),
CollideFriend: (row[77] == "1"),
CollideLast: (row[78] == "1"),
CollisionUnknown: (row[79] == "1"),
CollisionClient: (row[80] == "1"),
CollisionClientSend: (row[81] == "1"),
CollisionUseTimer: (row[82] == "1"),
CollisionTimerLength: IntOrZero(row[83]),
XOffset: IntOrZero(row[84]),
YOffset: IntOrZero(row[85]),
ZOffset: IntOrZero(row[86]),
Size: IntOrZero(row[87]),
SrcTown: (row[88] == "1"),
SrcTownClient: (row[89] == "1"),
CanDestroy: (row[90] == "1"),
UseAttackRating: (row[91] == "1"),
AlwaysExplode: (row[92] == "1"),
IsClientExplosion: (row[93] == "1"),
AllowedInTown: (row[94] == "1"),
NoUniqueMod: (row[95] == "1"),
NoMultishotMod: (row[96] == "1"),
Holy: IntOrZero(row[97]),
CanSlow: (row[98] == "1"),
ReturnFire: (row[99] == "1"),
KnockIntoGetHit: (row[100] == "1"),
SoftHit: (row[101] == "1"),
KnockbackChance: IntOrZero(row[102]),
TransparencyType: IntOrZero(row[103]),
UsesQuantity: (row[104] == "1"),
Pierce: (row[105] == "1"),
SpecialSetup: (row[106] == "1"),
MissileSkill: (row[107] == "1"),
SkillName: row[108],
ResultFlags: IntOrZero(row[109]),
HitFlags: IntOrZero(row[110]),
HitShift: IntOrZero(row[111]),
ApplyMastery: (row[112] == "1"),
SourceDamage: IntOrZero(row[113]),
HalfWithTwoHandedWeapon: (row[114] == "1"),
SourceMissileDamage: IntOrZero(row[115]),
MinDamage: IntOrZero(row[116]),
MaxDamage: IntOrZero(row[122]),
MinDamagePerLevel: new int[]
{
IntOrZero(row[117]),
IntOrZero(row[118]),
IntOrZero(row[119]),
IntOrZero(row[120]),
IntOrZero(row[121]),
},
MaxDamagePerLevel: new int[] {
IntOrZero(row[123]),
IntOrZero(row[124]),
IntOrZero(row[125]),
IntOrZero(row[126]),
IntOrZero(row[127]),
},
PhysicalDamageSynergyCalc: row[128],
ElementalDamageType: DamageTypeFromString(row[129]),
ElementalMinDamage: IntOrZero(row[130]),
ElementalMaxDamage: IntOrZero(row[136]),
ElementalMinDamagePerLevel: new int[] {
IntOrZero(row[131]),
IntOrZero(row[132]),
IntOrZero(row[133]),
IntOrZero(row[134]),
IntOrZero(row[135]),
},
ElementalMaxDamagePerLevel: new int[] {
IntOrZero(row[137]),
IntOrZero(row[138]),
IntOrZero(row[139]),
IntOrZero(row[140]),
IntOrZero(row[141]),
},
ElementalDamageSynergyCalc: row[142],
ElementalDuration: IntOrZero(row[143]),
ElementalDurationPerLevel: new int[] {
IntOrZero(row[144]),
IntOrZero(row[145]),
IntOrZero(row[146]),
},
HitClass: IntOrZero(row[147]),
CanBleed: (row[149] == "1" || row[149] == "2"),
AffectedByOpenWounds: (row[149] == "2"),
DamageRate: IntOrZero(row[150]),
SoundTravel: row[151],
SoundHit: row[152],
SoundProg: row[153],
ProgOverlay: row[154],
ExplosionMissile: row[155],
SubMissiles: new string[]
{
row[156],
row[157],
row[158]
},
HitSubMissiles: new string[]
{
row[159],
row[160],
row[161],
row[162]
},
ClientSubMissiles: new string[]
{
row[163],
row[164],
row[165]
},
ClientHitSubMissiles: new string[]
{
row[166],
row[167],
row[168],
row[169]
}
); );
} }
} }

View File

@ -30,6 +30,7 @@ namespace OpenDiablo2.Core
public ImmutableDictionary<eHero, IHeroTypeConfig> HeroTypeConfigs { get; internal set; } public ImmutableDictionary<eHero, IHeroTypeConfig> HeroTypeConfigs { get; internal set; }
public ImmutableList<IEnemyTypeConfig> EnemyTypeConfigs { get; internal set; } public ImmutableList<IEnemyTypeConfig> EnemyTypeConfigs { get; internal set; }
public ImmutableDictionary<int, IMissileTypeConfig> MissileTypeConfigs { get; internal set; } public ImmutableDictionary<int, IMissileTypeConfig> MissileTypeConfigs { get; internal set; }
public ImmutableDictionary<string, int> MissileTypeConfigsLookup { get; internal set; }
public EngineDataManager(IMPQProvider mpqProvider) public EngineDataManager(IMPQProvider mpqProvider)
{ {
@ -190,22 +191,23 @@ namespace OpenDiablo2.Core
private void LoadSkillData() private void LoadSkillData()
{ {
MissileTypeConfigs = LoadMissileTypeConfig(); MissileTypeConfigs = LoadMissileTypeConfig();
MissileTypeConfigsLookup = MissileTypeConfigs.Values
.ToImmutableDictionary(x => x.Name, x => x.Id);
} }
private ImmutableDictionary<int, IMissileTypeConfig> LoadMissileTypeConfig() private ImmutableDictionary<int, IMissileTypeConfig> LoadMissileTypeConfig()
{ {
var data = mpqProvider var data = mpqProvider
.GetTextFile(ResourcePaths.Missiles) .GetTextFile(ResourcePaths.Missiles)
.Where(x => !String.IsNullOrWhiteSpace(x)); .Where(x => !String.IsNullOrWhiteSpace(x))
var splitdata = data
.Select(x => x.Split('\t')) .Select(x => x.Split('\t'))
.Where(x => x[0] != "Expansion" && x[0] != "unused") .Where(x => x[0] != "Expansion" && x[0] != "unused")
.ToArray(); .ToArray()
.Skip(1)
.Select(x => x.ToMissileTypeConfig())
.ToImmutableDictionary(x => x.Id, x => x);
// TODO: UNFINISHED return data;
return null;
} }
} }
} }