1
1
mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-10 14:26:15 -05:00
OpenDiablo2/d2core/d2map/d2mapstamp/factory.go
gravestench fc87b2be7a
Removing d2datadict singletons (#738)
* Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons

- removed loader calls from d2app
- removed the HeroObjects singleton from `d2core/d2inventory`
- added an InventoryItemFactory in d2inventory
- package-level functions that use data records are now methods of the InventoryItemFactory
- renamed ItemGenerator in d2item to ItemFactory
- package-level functions that use records are now methods of ItemFactory
- d2map.MapEntityFactory now has an item factory instance for creating items
- fixed a bug in unique item record loader where it loaded an empty record
- added a PlayerStateFactory for creating a player state (uses the asset manager)
- updated the test inventory/equipment code in d2player to handle errors from the ItemFactory
- character select and character creation screens have a player state and inventory item factory
- updated item tests to use the item factory

* minor edit

* Removed d2datadict.Experience singleton

added a HeroStatsFactory, much like the other factories. The factory  gets an
asset manager reference in order to use data records.

* removed d2datadict.AutoMagic singleton

* removed d2datadict.AutoMap singleton

* removed d2datadict.BodyLocations singleton

* removed d2datadict.Books singleton

* Removed singletons for level records

- removed loader calls in d2app
- changed type references from d2datadict to d2records
- added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine
- package-level map generation functions are now MapGenerator methods
- `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager

* remove SkillCalc and MissileCalc singletons

* Removed CharStats and ItemStatCost singletons

- added an ItemStatFactory which uses the asset manager to create stats
- package-level functions for stats in d2item are now StatFactory methods
- changed type references from d2datadict to d2records
- `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory`

* Removed DkillDesc and Skills singletons from d2datadict

- removed loader calls from d2app
- diablo2stats.Stat instances are given a reference to the factory for doing record lookups

* update the stats test to use mock a asset manager and stat factory

* fixed diablo2stats tests and diablo2item tests

* removed CompCodes singleton from d2datadict

* remove cubemain singleton from d2datadict

* removed DifficultyLevels singleton from d2datadict

* removed ElemTypes singleton from d2datadict

* removed events.go loader from d2datadict (was unused)

* removed Gems singleton from d2datadict

* removed Hireling and Inventory singletons from d2datadict

* removed MagicPrefix and MagicSuffix singletons from d2datadict

* removed ItemRatios singleton from d2datadict

* removed Missiles singleton from d2datadict

* removed MonModes singleton

* Removed all monster and npc singletons from d2datadict

- MapStamp instances now get a reference to their factory for doing record lookups

* removed SoundEntry and SoundEnviron singletons from d2datadict
2020-09-20 17:52:01 -04:00

75 lines
1.9 KiB
Go

package d2mapstamp
import (
"math"
"math/rand"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2ds1"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dt1"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
)
func NewStampFactory(asset *d2asset.AssetManager, entity *d2mapentity.MapEntityFactory) *StampFactory {
return &StampFactory{asset, entity}
}
type StampFactory struct {
asset *d2asset.AssetManager
entity *d2mapentity.MapEntityFactory
}
// LoadStamp loads the Stamp data from file.
func (f *StampFactory) LoadStamp(levelType d2enum.RegionIdType, levelPreset, fileIndex int) *Stamp {
stamp := &Stamp{
factory: f,
entity: f.entity,
regionID: levelType,
levelType: *f.asset.Records.Level.Types[levelType],
levelPreset: f.asset.Records.Level.Presets[levelPreset],
}
for _, levelTypeDt1 := range &stamp.levelType.Files {
if levelTypeDt1 != "" && levelTypeDt1 != "0" {
fileData, err := f.asset.LoadFile("/data/global/tiles/" + levelTypeDt1)
if err != nil {
panic(err)
}
dt1, _ := d2dt1.LoadDT1(fileData)
stamp.tiles = append(stamp.tiles, dt1.Tiles...)
}
}
var levelFilesToPick []string
for _, fileRecord := range stamp.levelPreset.Files {
if fileRecord != "" && fileRecord != "0" {
levelFilesToPick = append(levelFilesToPick, fileRecord)
}
}
levelIndex := int(math.Round(float64(len(levelFilesToPick)-1) * rand.Float64()))
if fileIndex >= 0 && fileIndex < len(levelFilesToPick) {
levelIndex = fileIndex
}
if levelFilesToPick == nil {
panic("no level files to pick from")
}
stamp.regionPath = levelFilesToPick[levelIndex]
fileData, err := f.asset.LoadFile("/data/global/tiles/" + stamp.regionPath)
if err != nil {
panic(err)
}
stamp.ds1, _ = d2ds1.LoadDS1(fileData)
return stamp
}