* Init for gold button and label
* gold button and label in inventory menu
* gold value saved/loaded from player save file
Co-authored-by: M. Sz <mszeptuch@protonmail.com>
* saving of player should be done on the server. That's also where the loading happens.
* refactor nearly everything, but this time it looks not that bad...
* MAke Linter happy
* Typo... uuups
* adds error handling, returns early from funcs where it makes sense
* fixes build errors
* merge ballresin PR with upstream
* adds error handling, returns early from funcs where it makes sense
* fixes build errors
* merge ballresin PR with upstream
Co-authored-by: dknuth <dknuth0101@gmail.com>
* Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons
- removed loader calls from d2app
- removed the HeroObjects singleton from `d2core/d2inventory`
- added an InventoryItemFactory in d2inventory
- package-level functions that use data records are now methods of the InventoryItemFactory
- renamed ItemGenerator in d2item to ItemFactory
- package-level functions that use records are now methods of ItemFactory
- d2map.MapEntityFactory now has an item factory instance for creating items
- fixed a bug in unique item record loader where it loaded an empty record
- added a PlayerStateFactory for creating a player state (uses the asset manager)
- updated the test inventory/equipment code in d2player to handle errors from the ItemFactory
- character select and character creation screens have a player state and inventory item factory
- updated item tests to use the item factory
* minor edit
* Removed d2datadict.Experience singleton
added a HeroStatsFactory, much like the other factories. The factory gets an
asset manager reference in order to use data records.
* removed d2datadict.AutoMagic singleton
* removed d2datadict.AutoMap singleton
* removed d2datadict.BodyLocations singleton
* removed d2datadict.Books singleton
* Removed singletons for level records
- removed loader calls in d2app
- changed type references from d2datadict to d2records
- added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine
- package-level map generation functions are now MapGenerator methods
- `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager
* remove SkillCalc and MissileCalc singletons
* Removed CharStats and ItemStatCost singletons
- added an ItemStatFactory which uses the asset manager to create stats
- package-level functions for stats in d2item are now StatFactory methods
- changed type references from d2datadict to d2records
- `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory`
* Removed DkillDesc and Skills singletons from d2datadict
- removed loader calls from d2app
- diablo2stats.Stat instances are given a reference to the factory for doing record lookups
* update the stats test to use mock a asset manager and stat factory
* fixed diablo2stats tests and diablo2item tests
* removed CompCodes singleton from d2datadict
* remove cubemain singleton from d2datadict
* removed DifficultyLevels singleton from d2datadict
* removed ElemTypes singleton from d2datadict
* removed events.go loader from d2datadict (was unused)
* removed Gems singleton from d2datadict
* removed Hireling and Inventory singletons from d2datadict
* removed MagicPrefix and MagicSuffix singletons from d2datadict
* removed ItemRatios singleton from d2datadict
* removed Missiles singleton from d2datadict
* removed MonModes singleton
* Removed all monster and npc singletons from d2datadict
- MapStamp instances now get a reference to their factory for doing record lookups
* removed SoundEntry and SoundEnviron singletons from d2datadict
* Initial player Left skill and Right skill handling
* Handle empty skill names in charStats.BaseSkils + add Attack skill for all classes.
Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>
* Networking refactor
* Networking refactor
* Networking refactor
* Networking refactor
* Refactor netpacket for json.Rawmessages as the data type and client side JSON decoder.
* Move game server connection handler to json decoder.
* Move game server connection handler to json decoder.
* delint_d2networking
not sure what to do about lint error G110 on calls to `io.Copy`, warns
about gzip compression bomb possibility, leaving those.
all todo's have been left.
* removed duplicate const
* Added automap.go stub
* Handle errors in original AutoMap.txt file
* Completed AutoMapRecord struct and comments
* AutoMap loader implemented
* Update from base repo
* Comments added to d2netpacket and d2netpackettype.
Note, the Overview for d2netpacket is in net_packet.go. It could be placed in a doc.go file but net_packet.go seemed appropriate in this case.
* Comments added to d2server
* client_connection.go missed from previous commit
* Comments added to d2client
* Doc.go added to d2networking and other corrections
* WIP refactor of d2map stuff
* more d2map refactor
adding realm init to game client
passing map engine from client and server into realm at init
change `generate map packet` to have act and level index as data
* client explodes, but getting there
* realm now initializes, networking works, but map generators dont currently do anything
* changed the way that level type records are loaded
* fixed funcs for level data lookups
* started implementing level generator, currently crashing
* client no longer exploding
* d2networking refactor
put exports into d2client.go and d2server.go
kept GameClient and GameServer methods into their respective files
made methods for packet handlers instead of the giant switch statements
* bugfix: getting first level id by act
* minor refactor of gamescreen for readability
* towns now generate on server start, create player takes act and level id as args, levels have their own map engine
* Save/load hero stats and display them in stats panel.
* Load default hero state for characters created before saving stats was introduced
Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>
* Switched to json formatted characters
* Added infrastructure for networking
* Minor updates.
* more updates for map engine/rendering
* More map engine changes and fixes