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271673851a
* Added RecordManager implementation to remove d2datadict singletons * fix object lookup test
137 lines
4.3 KiB
Go
137 lines
4.3 KiB
Go
package d2records
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import "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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// CubeRecipes contains all rows in CubeMain.txt.
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type CubeRecipes []*CubeRecipeRecord
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// CubeRecipeRecord represents one row from CubeMain.txt.
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// It is one possible recipe for the Horadric Cube, with
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// requirements and output items.
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// See: https://d2mods.info/forum/kb/viewarticle?a=284
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type CubeRecipeRecord struct {
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// Description has no function, it just describes the
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// recipe.
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Description string
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// Enabled is true if the recipe is active in game.
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Enabled bool
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// Ladder is true if the recipe is only allowed in
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// ladder on realms. Also works for single player
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// TCP/IP.
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Ladder bool
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// MinDiff sets the minimum difficulty level required
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// to use this recipe.
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MinDiff int // 0, 1, 2 = normal, nightmare, hell
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// Version specifies whether the recipe is old
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// classic, new classic or expansion.
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Version int // 0, 1, 100 = old cl, new cl, expansion
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// The following three 'Req' values form a comparison:
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// if <ReqStatID> <ReqOperation> <ReqValue> then recipe
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// is allowed.
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//
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// ReqStatID is an ID value from the ItemStatsCost
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// data set specifying the stat to compare. Whether
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// this references a player or item stat depends on
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// the Operator.
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ReqStatID int
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// ReqOperation is a number describing the
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// comparison operator and the action to take if
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// it evaluates to true. See Appendix A in the
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// linked article and note that 1, 2, 27 and 28
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// are unusual.
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ReqOperation int // 1 - 28
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// ReqValue is the number the stat is compared against.
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ReqValue int
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// Class Can be used to make recipes class
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// specific. Example class codes given are:
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// ama bar pal nec sor dru ass
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//
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// Since this field isn't used in the game data,
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// classFieldToEnum has been implemented based on that
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// example. It understands the following syntax,
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// which may be incorrect:
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// "ama,bar,dru"
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Class []d2enum.Hero
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// NumInputs is the total count of input items
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// required, including counts in item stacks.
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NumInputs int
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// Inputs is the actual recipe, a collection of
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// items/stacks with parameters required to
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// obtain the items defined in Outputs.
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Inputs []CubeRecipeItem
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// Outputs are the items created when the recipe
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// is used.
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Outputs []CubeRecipeResult
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}
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// CubeRecipeResult is an item generated on use of a
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// cube recipe.
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type CubeRecipeResult struct {
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// Item is the item, with a count and parameters.
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Item CubeRecipeItem
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// Level causes the item to be a specific level.
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//
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// Note that this value force spawns the item at
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// this specific level. Its also used in the
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// formula for the next two fields.
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Level int // the item level of Item
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// PLevel uses a portion of the players level for
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// the output level.
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PLevel int
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// ILevel uses a portion of the first input's
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// level for the output level.
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ILevel int
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// Properties is a list of properties which may
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// be attached to Item.
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Properties []CubeRecipeItemProperty
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}
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// CubeRecipeItem represents an item, with a stack count
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// and parameters. Here it is used to describe the
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// required ingredients of the recipe and the output
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// result. See:
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// https://d2mods.info/forum/kb/viewarticle?a=284
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type CubeRecipeItem struct {
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Code string // item code e.g. 'weap'
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Params []string // list of parameters e.g. 'sock'
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Count int // required stack count
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}
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// CubeRecipeItemProperty represents the mod #,
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// mod # chance, mod # param, mod # min, mod # max
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// fields in cubemain.txt
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type CubeRecipeItemProperty struct {
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Code string // the code field from properties.txt
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// Note: I can't find any example value for this
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// so I've made it an int for now
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Chance int // the chance to apply the property
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// Note: The few examples in cubemain.txt are integers,
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// however d2records.UniqueItemProperty is a similar
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// struct which handles a similar field that may be a
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// string or an integer.
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//
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// See: https://d2mods.info/forum/kb/viewarticle?a=345
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// "the parameter passed on to the associated property, this is used to pass skill IDs,
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// state IDs, monster IDs, montype IDs and the like on to the properties that require
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// them, these fields support calculations."
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Param int // for properties that use parameters
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Min int // the minimum value of the property stat
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Max int // the maximum value of the property stat
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}
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