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https://github.com/OpenDiablo2/OpenDiablo2
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* 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
126 lines
3.1 KiB
Go
126 lines
3.1 KiB
Go
package d2datadict
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import (
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"fmt"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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"log"
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)
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const (
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maxTreasuresPerRecord = 10
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treasureItemFmt = "Item%d"
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treasureProbFmt = "Prob%d"
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)
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// TreasureDropType indicates the drop type of the treasure
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type TreasureDropType int
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const (
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// TreasureNone is default bad case, but nothing should have this
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TreasureNone TreasureDropType = iota
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// TreasureGold indicates that the treasure drop type is for gold
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TreasureGold
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// indicates that the drop type resolves directly to an ItemCommonRecord
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TreasureWeapon
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TreasureArmor
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TreasureMisc
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// indicates that the code is for a dynamic item record, because the treasure code has
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// and item level appended to it. this is for things like `armo63` or `weap24` which does not
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// explicitly have an item record that matches this code, but we need to resolve this
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TreasureWeaponDynamic
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TreasureArmorDynamic
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TreasureMiscDynamic
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)
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const (
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GoldMultDropCodeStr string = "gld,mul="
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GoldDropCodeStr = "gld"
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WeaponDropCodeStr = "weap"
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ArmorDropCodeStr = "armo"
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MiscDropCodeStr = "misc"
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)
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// TreasureClassRecord represents a rule for item drops in diablo 2
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type TreasureClassRecord struct {
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Name string
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Group int
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Level int
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NumPicks int
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FreqUnique int
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FreqSet int
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FreqRare int
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FreqMagic int
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FreqNoDrop int
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Treasures []*Treasure
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}
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// Treasure describes a treasure to drop
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// the Name is either a reference to an item, or to another treasure class
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type Treasure struct {
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Code string
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Probability int
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}
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// TreasureClass contains all of the TreasureClassRecords
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var TreasureClass map[string]*TreasureClassRecord //nolint:gochecknoglobals // Currently global by design
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// LoadTreasureClassRecords loads treasure class records from TreasureClassEx.txt
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//nolint:funlen // Makes no sense to split
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func LoadTreasureClassRecords(file []byte) {
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TreasureClass = make(map[string]*TreasureClassRecord)
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d := d2common.LoadDataDictionary(file)
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for d.Next() {
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record := &TreasureClassRecord{
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Name: d.String("Treasure Class"),
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Group: d.Number("group"),
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Level: d.Number("level"),
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NumPicks: d.Number("Picks"),
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FreqUnique: d.Number("Unique"),
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FreqSet: d.Number("Set"),
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FreqRare: d.Number("Rare"),
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FreqMagic: d.Number("Magic"),
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FreqNoDrop: d.Number("NoDrop"),
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}
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if record.Name == "" {
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continue
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}
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for treasureIdx := 0; treasureIdx < maxTreasuresPerRecord; treasureIdx++ {
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treasureColumnKey := fmt.Sprintf(treasureItemFmt, treasureIdx+1)
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probColumnKey := fmt.Sprintf(treasureProbFmt, treasureIdx+1)
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treasureName := d.String(treasureColumnKey)
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if treasureName == "" {
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continue
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}
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prob := d.Number(probColumnKey)
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treasure := &Treasure{
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Code: treasureName,
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Probability: prob,
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}
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if record.Treasures == nil {
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record.Treasures = []*Treasure{treasure}
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} else {
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record.Treasures = append(record.Treasures, treasure)
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}
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}
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TreasureClass[record.Name] = record
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}
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if d.Err != nil {
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panic(d.Err)
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}
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log.Printf("Loaded %d TreasureClass records", len(TreasureClass))
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}
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