package diablo2stats import ( "fmt" "strings" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2records" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2stats" ) // static check that diablo2Stat implements Stat var _ d2stats.Stat = &diablo2Stat{} type descValPosition int const ( descValHide descValPosition = iota descValPrefix descValPostfix ) const ( maxSkillTabIndex = 2 oneValue = 1 twoValue = 2 threeValue = 3 fourValue = 4 ) const ( twoComponentStr = "%s %s" threeComponentStr = "%s %s %s" fourComponentStr = "%s %s %s %s" ) const ( intVal = d2stats.StatValueInt sum = d2stats.StatValueCombineSum static = d2stats.StatValueCombineStatic ) // diablo2Stat is an implementation of an OpenDiablo2 Stat, with a set of values. // It is pretty tightly coupled to the data files for d2 type diablo2Stat struct { factory *StatFactory record *d2records.ItemStatCostRecord values []d2stats.StatValue } // depending on the stat record, sets up the proper number of values, // as well as set up the stat value number types, value combination types, and // the value stringer functions used func (s *diablo2Stat) init(numbers ...float64) { //nolint:funlen,gocyclo // can't reduce if s.record == nil { return } //nolint:gomnd // introducing a const for these would be worse switch s.record.DescFnID { case 0: // special case for poisonlength, or other stats, which have a // 0-value descfnID field but need to store values s.values = make([]d2stats.StatValue, len(numbers)) for idx := range s.values { s.values[idx] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntSigned) } case 1: // +31 to Strength // Replenish Life +20 || Drain Life -8 s.values = make([]d2stats.StatValue, oneValue) s.values[0] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntSigned) case 2: // +16% Increased Chance of Blocking // Lightning Absorb +10% s.values = make([]d2stats.StatValue, oneValue) s.values[0] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntPercentageSigned) case 3: // Damage Reduced by 25 // Slain Monsters Rest in Peace s.values = make([]d2stats.StatValue, oneValue) s.values[0] = s.factory.NewValue(intVal, sum) case 4: // Poison Resist +25% // +25% Faster Run/Walk s.values = make([]d2stats.StatValue, oneValue) s.values[0] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntPercentageSigned) case 5: // Hit Causes Monster to Flee 25% s.values = make([]d2stats.StatValue, oneValue) s.values[0] = s.factory.NewValue(intVal, sum) s.values[0].SetStringer(s.factory.stringerIntPercentageUnsigned) case 6: // +25 to Life (Based on Character Level) s.values = make([]d2stats.StatValue, oneValue) s.values[0] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntSigned) case 7: // Lightning Resist +25% (Based on Character Level) // +25% Better Chance of Getting Magic Items (Based on Character Level) s.values = make([]d2stats.StatValue, oneValue) s.values[0] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntPercentageSigned) case 8: // +25% Enhanced Defense (Based on Character Level) // Heal Stamina Plus +25% (Based on Character Level) s.values = make([]d2stats.StatValue, oneValue) s.values[0] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntPercentageSigned) case 9: // Attacker Takes Damage of 25 (Based on Character Level) s.values = make([]d2stats.StatValue, oneValue) s.values[0] = s.factory.NewValue(intVal, sum) case 11: // Repairs 2 durability per second s.values = make([]d2stats.StatValue, oneValue) s.values[0] = s.factory.NewValue(intVal, sum) case 12: // Hit Blinds Target +5 s.values = make([]d2stats.StatValue, oneValue) s.values[0] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntSigned) case 13: // +5 to Paladin Skill Levels s.values = make([]d2stats.StatValue, twoValue) s.values[0] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntSigned) s.values[1] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerClassAllSkills) case 14: // +5 to Combat Skills (Paladin Only) s.values = make([]d2stats.StatValue, threeValue) s.values[0] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntSigned) s.values[1] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerClassOnly) s.values[2] = s.factory.NewValue(intVal, static) case 15: // 5% Chance to cast level 7 Frozen Orb on attack s.values = make([]d2stats.StatValue, threeValue) s.values[0] = s.factory.NewValue(intVal, sum) s.values[1] = s.factory.NewValue(intVal, static) s.values[2] = s.factory.NewValue(intVal, static).SetStringer(s.factory.stringerSkillName) case 16: // Level 3 Warmth Aura When Equipped s.values = make([]d2stats.StatValue, twoValue) s.values[0] = s.factory.NewValue(intVal, sum) s.values[1] = s.factory.NewValue(intVal, static).SetStringer(s.factory.stringerSkillName) case 20: // -25% Target Defense s.values = make([]d2stats.StatValue, oneValue) s.values[0] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntPercentageSigned) case 22: // 25% to Attack Rating versus Specter s.values = make([]d2stats.StatValue, twoValue) s.values[0] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntPercentageUnsigned) s.values[1] = s.factory.NewValue(intVal, static).SetStringer(s.factory.stringerMonsterName) case 23: // 25% Reanimate as: Specter s.values = make([]d2stats.StatValue, twoValue) s.values[0] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntPercentageUnsigned) s.values[1] = s.factory.NewValue(intVal, static).SetStringer(s.factory.stringerMonsterName) case 24: // Level 25 Frozen Orb (19/20 Charges) s.values = make([]d2stats.StatValue, fourValue) s.values[0] = s.factory.NewValue(intVal, static) s.values[1] = s.factory.NewValue(intVal, static).SetStringer(s.factory.stringerSkillName) s.values[2] = s.factory.NewValue(intVal, static) s.values[3] = s.factory.NewValue(intVal, static) case 27: // +25 to Frozen Orb (Paladin Only) s.values = make([]d2stats.StatValue, threeValue) s.values[0] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntSigned) s.values[1] = s.factory.NewValue(intVal, static).SetStringer(s.factory.stringerSkillName) s.values[2] = s.factory.NewValue(intVal, static).SetStringer(s.factory.stringerClassOnly) case 28: // +25 to Frozen Orb s.values = make([]d2stats.StatValue, twoValue) s.values[0] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntSigned) s.values[1] = s.factory.NewValue(intVal, static).SetStringer(s.factory.stringerSkillName) default: return } for idx := range numbers { if idx > len(s.values)-1 { break } s.values[idx].SetFloat(numbers[idx]) } } // Name returns the name of the stat (the key in itemstatcosts) func (s *diablo2Stat) Name() string { return s.record.Name } // Priority returns the description printing priority func (s *diablo2Stat) Priority() int { return s.record.DescPriority } // Values returns the stat values of the stat func (s *diablo2Stat) Values() []d2stats.StatValue { return s.values } // SetValues sets the stat values func (s *diablo2Stat) SetValues(values ...d2stats.StatValue) { s.values = make([]d2stats.StatValue, len(values)) for idx := range values { s.values[idx] = values[idx] } } // Clone returns a deep copy of the diablo2Stat func (s *diablo2Stat) Clone() d2stats.Stat { clone := &diablo2Stat{ factory: s.factory, record: s.record, } clone.init() for idx := range s.values { srcVal := s.values[idx] dstVal := &Diablo2StatValue{ numberType: srcVal.NumberType(), combineType: srcVal.CombineType(), } dstVal.SetStringer(srcVal.Stringer()) switch srcVal.NumberType() { case d2stats.StatValueInt: dstVal.SetInt(srcVal.Int()) case d2stats.StatValueFloat: dstVal.SetFloat(srcVal.Float()) } if len(clone.values) < len(s.values) { clone.values = make([]d2stats.StatValue, len(s.values)) } clone.values[idx] = dstVal } return clone } // Copy to this stat value the values of the given stat value func (s *diablo2Stat) Copy(from d2stats.Stat) d2stats.Stat { srcValues := from.Values() s.values = make([]d2stats.StatValue, len(srcValues)) for idx := range srcValues { src := srcValues[idx] valType := src.NumberType() dst := &Diablo2StatValue{numberType: valType} dst.SetStringer(src.Stringer()) switch valType { case d2stats.StatValueInt: dst.SetInt(src.Int()) case d2stats.StatValueFloat: dst.SetFloat(src.Float()) } s.values[idx] = dst } return s } // Combine sums the other stat with this one (does not alter this stat, returns altered clone!) func (s *diablo2Stat) Combine(other d2stats.Stat) (result d2stats.Stat, err error) { cantBeCombinedErr := fmt.Errorf("cannot combine %s with %s", s.Name(), other.Name()) if !s.canBeCombinedWith(other) { return nil, cantBeCombinedErr } result = s.Clone() srcValues, dstValues := other.Values(), result.Values() for idx := range result.Values() { v1, v2 := dstValues[idx], srcValues[idx] combinationRule := v1.CombineType() if combinationRule == d2stats.StatValueCombineStatic { // we do not add the values, they remain the same // for things like monster/class/skill index or on proc stats // where the level of a skill isn't summed, but the // chance to cast values are continue } if combinationRule == d2stats.StatValueCombineSum { valType := v1.NumberType() switch valType { case d2stats.StatValueInt: v1.SetInt(v1.Int() + v2.Int()) case d2stats.StatValueFloat: v1.SetFloat(v1.Float() + v2.Float()) } } } return result, nil } func (s *diablo2Stat) canBeCombinedWith(other d2stats.Stat) bool { if s.Name() != other.Name() { return false } values1, values2 := s.Values(), other.Values() if len(values1) != len(values2) { return false } for idx := range values1 { if values1[idx].NumberType() != values2[idx].NumberType() { return false } if values1[idx].CombineType() != values2[idx].CombineType() { return false } // in the case that we are trying to combine stats like: // +1 to Paladin Skills // +1 to Sorceress Skills // the numeric value (an index) that denotes the class skill type knows not to be summed // with the other index, even though the format of the stat and stat value is pretty much // the same. if values1[idx].CombineType() == d2stats.StatValueCombineStatic { if values1[idx].Float() != values2[idx].Float() { return false } } } return true } // String returns the formatted description string func (s *diablo2Stat) String() string { //nolint:gocyclo // switch statement is not so bad var result string for idx := range s.values { if s.values[idx].Stringer() == nil { s.values[idx].SetStringer(s.factory.stringerUnsignedInt) } } //nolint:gomnd // introducing a const for these would be worse switch s.record.DescFnID { case 1, 2, 3, 4, 5, 12, 20: result = s.descFn1() case 6, 7, 8: result = s.descFn6() case 9: result = s.descFn9() case 11: result = s.descFn11() case 13: result = s.descFn13() case 14: result = s.descFn14() case 15: result = s.descFn15() case 16: result = s.descFn16() case 22, 23: result = s.descFn22() case 24: result = s.descFn24() case 27: result = s.descFn27() case 28: result = s.descFn28() default: result = "" } return result } func (s *diablo2Stat) descFn1() string { var stringTableKey, result string value := s.values[0] formatString := twoComponentStr if value.Int() < 0 { stringTableKey = s.record.DescStrNeg } else { stringTableKey = s.record.DescStrPos } stringTableString := s.factory.asset.TranslateString(stringTableKey) switch descValPosition(s.record.DescVal) { case descValPrefix: result = fmt.Sprintf(formatString, value, stringTableString) case descValPostfix: result = fmt.Sprintf(formatString, stringTableString, value) case descValHide: result = stringTableString default: result = "" } return result } func (s *diablo2Stat) descFn6() string { var stringTableKey, result string value := s.values[0] formatString := threeComponentStr if value.Int() < 0 { stringTableKey = s.record.DescStrNeg } else { stringTableKey = s.record.DescStrPos } str1 := s.factory.asset.TranslateString(stringTableKey) str2 := s.factory.asset.TranslateString(s.record.DescStr2) switch descValPosition(s.record.DescVal) { case descValPrefix: result = fmt.Sprintf(formatString, value, str1, str2) case descValPostfix: result = fmt.Sprintf(formatString, str1, value, str2) case descValHide: formatString = twoComponentStr result = fmt.Sprintf(formatString, value, str2) default: result = "" } return result } func (s *diablo2Stat) descFn9() string { var stringTableKey, result string value := s.values[0] formatString := threeComponentStr if value.Int() < 0 { stringTableKey = s.record.DescStrNeg } else { stringTableKey = s.record.DescStrPos } str1 := s.factory.asset.TranslateString(stringTableKey) str2 := s.factory.asset.TranslateString(s.record.DescStr2) switch descValPosition(s.record.DescVal) { case descValPrefix: result = fmt.Sprintf(formatString, value, str1, str2) case descValPostfix: result = fmt.Sprintf(formatString, str1, value, str2) case descValHide: result = fmt.Sprintf(twoComponentStr, value, str2) default: result = "" } return result } func (s *diablo2Stat) descFn11() string { var stringTableKey string value := s.values[0] if value.Int() < 0 { stringTableKey = s.record.DescStrNeg } else { stringTableKey = s.record.DescStrPos } str1 := s.factory.asset.TranslateString(stringTableKey) formatString := str1 return fmt.Sprintf(formatString, value) } func (s *diablo2Stat) descFn13() string { value := s.values[0] allSkills := s.values[1] formatString := twoComponentStr switch descValPosition(s.record.DescVal) { case descValPrefix: return fmt.Sprintf(formatString, value, allSkills) case descValPostfix: return fmt.Sprintf(formatString, allSkills, value) case descValHide: return allSkills.String() default: return "" } } func (s *diablo2Stat) descFn14() string { // strings come out like `+5 to Combat Skills (Paladin Only)` numSkills, hero, skillTab := s.values[0], s.values[1], s.values[2] heroMap := s.factory.getHeroMap() heroIndex := hero.Int() classRecord := s.factory.asset.Records.Character.Stats[heroMap[heroIndex]] // diablo 2 is hardcoded to have only 3 skill tabs skillTabIndex := skillTab.Int() if skillTabIndex < 0 || skillTabIndex > maxSkillTabIndex { skillTabIndex = 0 } // `+5` numSkillsStr := numSkills.String() // `to Combat Skills` skillTabKey := classRecord.SkillStrTab[skillTabIndex] skillTabStr := s.factory.asset.TranslateString(skillTabKey) skillTabStr = strings.ReplaceAll(skillTabStr, "+%d ", "") // has a token we dont need // `(Paladin Only)` classOnlyStr := hero.String() return fmt.Sprintf(threeComponentStr, numSkillsStr, skillTabStr, classOnlyStr) } func (s *diablo2Stat) descFn15() string { chance, lvl, skill := s.values[0], s.values[1], s.values[2] // Special case, `chance to cast` format is actually in the string table! chanceToCastStr := s.factory.asset.TranslateString(s.record.DescStrPos) return fmt.Sprintf(chanceToCastStr, chance.Int(), lvl.Int(), skill) } func (s *diablo2Stat) descFn16() string { skillLevel, skillIndex := s.values[0], s.values[1] // Special case, `Level # XYZ Aura When Equipped`, format is actually in the string table! format := s.factory.asset.TranslateString(s.record.DescStrPos) return fmt.Sprintf(format, skillLevel.Int(), skillIndex) } func (s *diablo2Stat) descFn22() string { arBonus, monsterIndex := s.values[0], s.values[1] arVersus := s.factory.asset.TranslateString(s.record.DescStrPos) return fmt.Sprintf(threeComponentStr, arBonus, arVersus, monsterIndex) } func (s *diablo2Stat) descFn24() string { // Special case formatting format := "Level " + threeComponentStr lvl, skill, chargeMax, chargeCurrent := s.values[0], s.values[1], s.values[2].Int(), s.values[3].Int() chargeStr := s.factory.asset.TranslateString(s.record.DescStrPos) chargeStr = fmt.Sprintf(chargeStr, chargeCurrent, chargeMax) return fmt.Sprintf(format, lvl, skill, chargeStr) } func (s *diablo2Stat) descFn27() string { // property "skill-rand" will try to make an instance with an invalid hero index // in this case, we use descfn 28 if s.values[2].Int() == -1 { return s.descFn28() } amount, skill, hero := s.values[0], s.values[1], s.values[2] return fmt.Sprintf(fourComponentStr, amount, "to", skill, hero) } func (s *diablo2Stat) descFn28() string { amount, skill := s.values[0], s.values[1] return fmt.Sprintf(threeComponentStr, amount, "to", skill) } // DescGroupString return a string based on the DescGroupFuncID func (s *diablo2Stat) DescGroupString(a ...interface{}) string { if s.record.DescGroupFuncID < 0 { return "" } format := "" for range a { format += "%s " } format = strings.Trim(format, " ") return fmt.Sprintf(format, a...) }