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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-10 06:16:27 -05:00
OpenDiablo2/d2core/d2item/diablo2item/item_generator.go
lord 78ecc3557e
simple item spawning in map (#651)
* wip d2items system and item properties

* added loader for TreasureClassEx.txt

* wip item spawn from treasure class records

* wip items

* add call to init item equivalencies, remove treasure class test from d2app

* made item affix records global var a map of affix codes to the records

* changed how item to item common record equivalency is determined

* changed set items records export to a map of their codes to the records, grouped property params into a struct

* changed property parameter field from calcstring to string

* fixed bug in stat value clone

* adding equipper interface as part of stat context, eventually to be used to resolve set bonus (among other things)

* made the item interface simpler, only needs name and description methods

* adding equipper interface, for anything that will equip or have active items

* handle case where min and max are swapped, removed commented code

* added property/stat resolution for magic, rare, set, and unique items

* adding item generator which can roll for items using treasure class records

* fixed item equivalency func being called in the wrong spot

* added item spawning

- added packet type for spawning items
- added client/server handlers for SpawnItem packets
- added map entity for items
- added simpler item provider function in diablo2item package
- added debug terminal command for spawning items
2020-07-30 15:04:05 -04:00

252 lines
6.3 KiB
Go

package diablo2item
import (
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"math/rand"
"regexp"
"strconv"
)
const (
DropModifierBaseProbability = 1024 // base DropModifier probability total
)
type DropModifier int
const (
DropModifierNone DropModifier = iota
DropModifierUnique
DropModifierSet
DropModifierRare
DropModifierMagic
)
const (
// DynamicItemLevelRange for treasure codes like `armo33`, this code is used to
// select all equivalent items (matching `armo` in this case) with item levels 33,34,35
DynamicItemLevelRange = 3
)
const (
goldItemCodeWithMult = "gld,mul="
goldItemCode = "gld"
)
// ItemGenerator is a diablo 2 implementation of an item generator
type ItemGenerator struct {
rand *rand.Rand
source rand.Source
Seed int64
}
// SetSeed sets the item generator seed
func (ig *ItemGenerator) SetSeed(seed int64) {
if ig.rand == nil || ig.source == nil {
ig.source = rand.NewSource(seed)
ig.rand = rand.New(ig.source)
}
ig.Seed = seed
}
func (ig *ItemGenerator) rollDropModifier(tcr *d2datadict.TreasureClassRecord) DropModifier {
modMap := map[int]DropModifier{
0: DropModifierNone,
1: DropModifierUnique,
2: DropModifierSet,
3: DropModifierRare,
4: DropModifierMagic,
}
dropModifiers := []int{
DropModifierBaseProbability,
tcr.FreqUnique,
tcr.FreqSet,
tcr.FreqRare,
tcr.FreqMagic,
}
for idx := range dropModifiers {
if idx == 0 {
continue
}
dropModifiers[idx] += dropModifiers[idx-1]
}
roll := ig.rand.Intn(dropModifiers[len(dropModifiers)-1])
for idx := range dropModifiers {
if roll < dropModifiers[idx] {
return modMap[idx]
}
}
return DropModifierNone
}
func (ig *ItemGenerator) rollTreasurePick(tcr *d2datadict.TreasureClassRecord) *d2datadict.Treasure {
// treasure probabilities
tprob := make([]int, len(tcr.Treasures)+1)
total := tcr.FreqNoDrop
tprob[0] = total
for idx := range tcr.Treasures {
total += tcr.Treasures[idx].Probability
tprob[idx+1] = total
}
roll := ig.rand.Intn(total)
for idx := range tprob {
if roll < tprob[idx] {
if idx == 0 {
break
}
return tcr.Treasures[idx-1]
}
}
return nil
}
// ItemsFromTreasureClass rolls for and creates items using a treasure class record
func (ig *ItemGenerator) ItemsFromTreasureClass(tcr *d2datadict.TreasureClassRecord) []*Item {
result := make([]*Item, 0)
treasurePicks := make([]*d2datadict.Treasure, 0)
// if tcr.NumPicks is negative, each item probability is instead a count for how many
// of that treasure to drop
if tcr.NumPicks < 0 {
picksLeft := tcr.NumPicks
// for each of the treasures, we pick it N times, where N is the count for the item
// we do this until we run out of picks
for idx := range tcr.Treasures {
howMany := tcr.Treasures[idx].Probability
for count := 0; count < howMany && picksLeft < 0; count++ {
treasurePicks = append(treasurePicks, tcr.Treasures[idx])
picksLeft++
}
}
} else {
// for N picks, we roll for a treasure and append to our treasures if it isn't a NoDrop
for picksLeft := tcr.NumPicks; picksLeft > 0; picksLeft-- {
rolledTreasure := ig.rollTreasurePick(tcr)
if rolledTreasure == nil {
continue
}
treasurePicks = append(treasurePicks, rolledTreasure)
}
}
// for each of our picked/rolled treasures, we will attempt to generate an item.
// The treasure may actually be a reference to another treasure class, in which
// case we will roll that treasure class, eventually getting a slice of items
for idx := range treasurePicks {
picked := treasurePicks[idx]
if record, found := d2datadict.TreasureClass[picked.Code]; found {
// the code is for a treasure class, we roll again using that TC
itemSlice := ig.ItemsFromTreasureClass(record)
for itemIdx := range itemSlice {
itemSlice[itemIdx].applyDropModifier(ig.rollDropModifier(tcr))
itemSlice[itemIdx].init()
result = append(result, itemSlice[itemIdx])
}
} else {
// the code is not for a treasure class, but for an item
item := ig.ItemFromTreasure(picked)
if item != nil {
item.applyDropModifier(ig.rollDropModifier(tcr))
item.init()
result = append(result, item)
}
}
}
return result
}
// ItemFromTreasure rolls for a ig.rand.m item using the Treasure struct (from d2datadict)
func (ig *ItemGenerator) ItemFromTreasure(treasure *d2datadict.Treasure) *Item {
result := &Item{
rand: rand.New(rand.NewSource(ig.Seed)),
}
// in this case, the treasure code is a code used by an ItemCommonRecord
commonRecord := d2datadict.CommonItems[treasure.Code]
if commonRecord != nil {
result.CommonCode = commonRecord.Code
return result
}
// next, we check if the treasure code is a generic type like `armo`
equivList := d2datadict.ItemEquivalenciesByTypeCode[treasure.Code]
if equivList != nil {
result.CommonCode = equivList[ig.rand.Intn(len(equivList))].Code
return result
}
// in this case, the treasure code is something like `armo23` and needs to
// be resolved to ItemCommonRecords for armors with levels 23,24,25
matches := resolveDynamicTreasureCode(treasure.Code)
if matches != nil {
numItems := len(matches)
if numItems < 1 {
return nil
}
result.CommonCode = matches[ig.rand.Intn(numItems)].Code
return result
}
return nil
}
func resolveDynamicTreasureCode(code string) []*d2datadict.ItemCommonRecord {
numericComponent := getNumericComponent(code)
stringComponent := getStringComponent(code)
if stringComponent == goldItemCodeWithMult {
// todo need to do something with the numeric component (the gold multiplier)
stringComponent = goldItemCode
}
result := make([]*d2datadict.ItemCommonRecord, 0)
equivList := d2datadict.ItemEquivalenciesByTypeCode[stringComponent]
for idx := range equivList {
record := equivList[idx]
minLevel := numericComponent
maxLevel := minLevel + DynamicItemLevelRange
if record.Level >= minLevel && record.Level < maxLevel {
result = append(result, record)
}
}
return result
}
func getStringComponent(code string) string {
re := regexp.MustCompile(`\d+`)
return string(re.ReplaceAll([]byte(code), []byte("")))
}
func getNumericComponent(code string) int {
result := 0
re := regexp.MustCompile(`[^\d]`)
numStr := string(re.ReplaceAll([]byte(code), []byte("")))
if number, err := strconv.ParseInt(numStr, 10, 32); err == nil {
result = int(number)
}
return result
}