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https://github.com/OpenDiablo2/OpenDiablo2
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* fixed lint issues of the package d2core/d2inventory * fixed lint issues of the d2script package * fixed lint issues of the d2common/d2interface package * fixed lint issues of the d2common/d2resource package * fixed lint issues of the d2core/d2term package * fixed conflict errors
88 lines
2.4 KiB
Go
88 lines
2.4 KiB
Go
package d2inventory
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import (
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"log"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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)
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// InventoryItemArmor stores the info of an armor item in the inventory
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type InventoryItemArmor struct {
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InventorySizeX int `json:"inventorySizeX"`
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InventorySizeY int `json:"inventorySizeY"`
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InventorySlotX int `json:"inventorySlotX"`
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InventorySlotY int `json:"inventorySlotY"`
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ItemName string `json:"itemName"`
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ItemCode string `json:"itemCode"`
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ArmorClass string `json:"armorClass"`
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}
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// GetArmorItemByCode returns the armor item for the given code
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func GetArmorItemByCode(code string) *InventoryItemArmor {
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result := d2datadict.Armors[code]
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if result == nil {
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log.Fatalf("Could not find armor entry for code '%s'", code)
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}
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return &InventoryItemArmor{
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InventorySizeX: result.InventoryWidth,
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InventorySizeY: result.InventoryHeight,
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ItemName: result.Name,
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ItemCode: result.Code,
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ArmorClass: "lit", // TODO: Where does this come from?
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}
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}
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// GetArmorClass returns the class of the armor
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func (v *InventoryItemArmor) GetArmorClass() string {
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if v == nil || v.ItemCode == "" {
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return "lit"
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}
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return v.ArmorClass
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}
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// InventoryItemName returns the name of the armor
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func (v *InventoryItemArmor) InventoryItemName() string {
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if v == nil {
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return ""
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}
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return v.ItemName
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}
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// InventoryItemType returns the item type of the armor
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func (v *InventoryItemArmor) InventoryItemType() d2enum.InventoryItemType {
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return d2enum.InventoryItemTypeArmor
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}
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// InventoryGridSize returns the grid size of the armor
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func (v *InventoryItemArmor) InventoryGridSize() (sizeX, sizeY int) {
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return v.InventorySizeX, v.InventorySizeY
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}
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// InventoryGridSlot returns the grid slot coordinates of the armor
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func (v *InventoryItemArmor) InventoryGridSlot() (slotX, slotY int) {
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return v.InventorySlotX, v.InventorySlotY
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}
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// SetInventoryGridSlot sets the InventorySlotX and InventorySlotY of the armor with the given x and y values
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func (v *InventoryItemArmor) SetInventoryGridSlot(x, y int) {
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v.InventorySlotX, v.InventorySlotY = x, y
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}
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// Serialize returns the armor object as a byte array
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func (v *InventoryItemArmor) Serialize() []byte {
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return []byte{}
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}
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// GetItemCode returns the item code of the armor
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func (v *InventoryItemArmor) GetItemCode() string {
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if v == nil {
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return ""
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}
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return v.ItemCode
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}
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