mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-10 06:16:27 -05:00
78ecc3557e
* 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
252 lines
6.3 KiB
Go
252 lines
6.3 KiB
Go
package diablo2item
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import (
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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"math/rand"
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"regexp"
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"strconv"
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)
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const (
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DropModifierBaseProbability = 1024 // base DropModifier probability total
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)
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type DropModifier int
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const (
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DropModifierNone DropModifier = iota
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DropModifierUnique
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DropModifierSet
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DropModifierRare
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DropModifierMagic
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)
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const (
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// DynamicItemLevelRange for treasure codes like `armo33`, this code is used to
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// select all equivalent items (matching `armo` in this case) with item levels 33,34,35
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DynamicItemLevelRange = 3
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)
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const (
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goldItemCodeWithMult = "gld,mul="
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goldItemCode = "gld"
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)
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// ItemGenerator is a diablo 2 implementation of an item generator
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type ItemGenerator struct {
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rand *rand.Rand
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source rand.Source
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Seed int64
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}
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// SetSeed sets the item generator seed
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func (ig *ItemGenerator) SetSeed(seed int64) {
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if ig.rand == nil || ig.source == nil {
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ig.source = rand.NewSource(seed)
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ig.rand = rand.New(ig.source)
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}
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ig.Seed = seed
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}
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func (ig *ItemGenerator) rollDropModifier(tcr *d2datadict.TreasureClassRecord) DropModifier {
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modMap := map[int]DropModifier{
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0: DropModifierNone,
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1: DropModifierUnique,
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2: DropModifierSet,
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3: DropModifierRare,
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4: DropModifierMagic,
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}
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dropModifiers := []int{
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DropModifierBaseProbability,
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tcr.FreqUnique,
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tcr.FreqSet,
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tcr.FreqRare,
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tcr.FreqMagic,
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}
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for idx := range dropModifiers {
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if idx == 0 {
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continue
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}
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dropModifiers[idx] += dropModifiers[idx-1]
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}
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roll := ig.rand.Intn(dropModifiers[len(dropModifiers)-1])
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for idx := range dropModifiers {
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if roll < dropModifiers[idx] {
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return modMap[idx]
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}
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}
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return DropModifierNone
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}
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func (ig *ItemGenerator) rollTreasurePick(tcr *d2datadict.TreasureClassRecord) *d2datadict.Treasure {
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// treasure probabilities
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tprob := make([]int, len(tcr.Treasures)+1)
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total := tcr.FreqNoDrop
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tprob[0] = total
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for idx := range tcr.Treasures {
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total += tcr.Treasures[idx].Probability
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tprob[idx+1] = total
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}
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roll := ig.rand.Intn(total)
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for idx := range tprob {
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if roll < tprob[idx] {
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if idx == 0 {
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break
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}
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return tcr.Treasures[idx-1]
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}
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}
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return nil
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}
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// ItemsFromTreasureClass rolls for and creates items using a treasure class record
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func (ig *ItemGenerator) ItemsFromTreasureClass(tcr *d2datadict.TreasureClassRecord) []*Item {
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result := make([]*Item, 0)
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treasurePicks := make([]*d2datadict.Treasure, 0)
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// if tcr.NumPicks is negative, each item probability is instead a count for how many
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// of that treasure to drop
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if tcr.NumPicks < 0 {
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picksLeft := tcr.NumPicks
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// for each of the treasures, we pick it N times, where N is the count for the item
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// we do this until we run out of picks
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for idx := range tcr.Treasures {
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howMany := tcr.Treasures[idx].Probability
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for count := 0; count < howMany && picksLeft < 0; count++ {
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treasurePicks = append(treasurePicks, tcr.Treasures[idx])
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picksLeft++
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}
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}
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} else {
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// for N picks, we roll for a treasure and append to our treasures if it isn't a NoDrop
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for picksLeft := tcr.NumPicks; picksLeft > 0; picksLeft-- {
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rolledTreasure := ig.rollTreasurePick(tcr)
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if rolledTreasure == nil {
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continue
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}
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treasurePicks = append(treasurePicks, rolledTreasure)
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}
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}
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// for each of our picked/rolled treasures, we will attempt to generate an item.
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// The treasure may actually be a reference to another treasure class, in which
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// case we will roll that treasure class, eventually getting a slice of items
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for idx := range treasurePicks {
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picked := treasurePicks[idx]
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if record, found := d2datadict.TreasureClass[picked.Code]; found {
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// the code is for a treasure class, we roll again using that TC
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itemSlice := ig.ItemsFromTreasureClass(record)
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for itemIdx := range itemSlice {
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itemSlice[itemIdx].applyDropModifier(ig.rollDropModifier(tcr))
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itemSlice[itemIdx].init()
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result = append(result, itemSlice[itemIdx])
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}
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} else {
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// the code is not for a treasure class, but for an item
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item := ig.ItemFromTreasure(picked)
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if item != nil {
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item.applyDropModifier(ig.rollDropModifier(tcr))
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item.init()
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result = append(result, item)
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}
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}
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}
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return result
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}
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// ItemFromTreasure rolls for a ig.rand.m item using the Treasure struct (from d2datadict)
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func (ig *ItemGenerator) ItemFromTreasure(treasure *d2datadict.Treasure) *Item {
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result := &Item{
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rand: rand.New(rand.NewSource(ig.Seed)),
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}
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// in this case, the treasure code is a code used by an ItemCommonRecord
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commonRecord := d2datadict.CommonItems[treasure.Code]
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if commonRecord != nil {
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result.CommonCode = commonRecord.Code
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return result
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}
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// next, we check if the treasure code is a generic type like `armo`
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equivList := d2datadict.ItemEquivalenciesByTypeCode[treasure.Code]
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if equivList != nil {
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result.CommonCode = equivList[ig.rand.Intn(len(equivList))].Code
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return result
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}
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// in this case, the treasure code is something like `armo23` and needs to
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// be resolved to ItemCommonRecords for armors with levels 23,24,25
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matches := resolveDynamicTreasureCode(treasure.Code)
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if matches != nil {
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numItems := len(matches)
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if numItems < 1 {
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return nil
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}
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result.CommonCode = matches[ig.rand.Intn(numItems)].Code
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return result
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}
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return nil
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}
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func resolveDynamicTreasureCode(code string) []*d2datadict.ItemCommonRecord {
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numericComponent := getNumericComponent(code)
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stringComponent := getStringComponent(code)
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if stringComponent == goldItemCodeWithMult {
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// todo need to do something with the numeric component (the gold multiplier)
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stringComponent = goldItemCode
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}
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result := make([]*d2datadict.ItemCommonRecord, 0)
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equivList := d2datadict.ItemEquivalenciesByTypeCode[stringComponent]
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for idx := range equivList {
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record := equivList[idx]
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minLevel := numericComponent
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maxLevel := minLevel + DynamicItemLevelRange
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if record.Level >= minLevel && record.Level < maxLevel {
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result = append(result, record)
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}
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}
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return result
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}
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func getStringComponent(code string) string {
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re := regexp.MustCompile(`\d+`)
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return string(re.ReplaceAll([]byte(code), []byte("")))
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}
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func getNumericComponent(code string) int {
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result := 0
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re := regexp.MustCompile(`[^\d]`)
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numStr := string(re.ReplaceAll([]byte(code), []byte("")))
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if number, err := strconv.ParseInt(numStr, 10, 32); err == nil {
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result = int(number)
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}
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return result
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}
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