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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-09 11:47:21 -05:00
OpenDiablo2/d2core/d2records/cubemain_record.go
gravestench 271673851a
Added RecordManager implementation to remove d2datadict singletons (#736)
* Added RecordManager implementation to remove d2datadict singletons

* fix object lookup test
2020-09-19 14:33:40 -04:00

137 lines
4.3 KiB
Go

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