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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-12 15:27:31 -05:00
OpenDiablo2/d2core/d2hero/hero_state_factory.go
juander-ux e5dae4e5d8
Inital skilltree panel implementation (#782)
* d2ui/UIFrame: Refactor into its own class

it's not useful to have the handling of frames for the
inventory/herostate/skilltree/quest panels individually in each of
those.

* d2ui/button: Fix crash when a buttonlayout was not allowing FrameChange

When AllowFrameChange is false we do not create pressedSurface. So if we
press the button the game will crash.

* d2ui/button: Allow label-only buttons

At least for the skillmenu we need buttons were the graphic size does
not match the buttonsize. So let's render the graphic in there and make
the button label only.

* d2hero/hero_state_factory: Give all heroes their class specific skills

* d2player/gamecontrols: Fix wrong inventory/stats layouts for exp chars

For Druid/Assassin the inventory frame was rendered for a 640x480
resolution. This brings it in line with all other characters.

* d2player: Add inital Skilltree panel

* d2player/game_controls: Enable skilltree

Note here, that the inventory panel and skilltree panel can overlap.

* d2player/skilltree: Add skillicon rendering

Note here, that I couldn't figure out how to render them dark if no
skillpoints are invested.

Signed-off-by: juander <juander@rumtueddeln.de>
2020-10-22 12:54:45 -04:00

253 lines
6.3 KiB
Go

package d2hero
import (
"encoding/json"
"fmt"
"io/ioutil"
"os"
"path"
"strconv"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
)
// NewHeroStateFactory creates a new HeroStateFactory and initializes it.
func NewHeroStateFactory(asset *d2asset.AssetManager) (*HeroStateFactory, error) {
inventoryItemFactory, err := d2inventory.NewInventoryItemFactory(asset)
if err != nil {
return nil, err
}
factory := &HeroStateFactory{
asset: asset,
InventoryItemFactory: inventoryItemFactory,
}
return factory, nil
}
// HeroStateFactory is responsible for creating player state objects
type HeroStateFactory struct {
asset *d2asset.AssetManager
*d2inventory.InventoryItemFactory
}
// CreateHeroState creates a HeroState instance and returns a pointer to it
func (f *HeroStateFactory) CreateHeroState(
heroName string,
hero d2enum.Hero,
statsState *HeroStatsState,
) (*HeroState, error) {
result := &HeroState{
HeroName: heroName,
HeroType: hero,
Act: 1,
Stats: statsState,
Equipment: f.DefaultHeroItems[hero],
FilePath: "",
}
defaultStats := f.asset.Records.Character.Stats[hero]
skillState, err := f.CreateHeroSkillsState(defaultStats, hero)
if err != nil {
return nil, err
}
result.Skills = skillState
return result, nil
}
// GetAllHeroStates returns all player saves
func (f *HeroStateFactory) GetAllHeroStates() ([]*HeroState, error) {
basePath, _ := f.getGameBaseSavePath()
files, _ := ioutil.ReadDir(basePath)
result := make([]*HeroState, 0)
for _, file := range files {
fileName := file.Name()
if file.IsDir() || len(fileName) < 5 || !strings.EqualFold(fileName[len(fileName)-4:], ".od2") {
continue
}
gameState := f.LoadHeroState(path.Join(basePath, file.Name()))
if gameState == nil || gameState.HeroType == d2enum.HeroNone {
} else if gameState.Stats == nil || gameState.Skills == nil {
// temporarily loading default class stats if the character was created before saving stats/skills was introduced
// to be removed in the future
classStats := f.asset.Records.Character.Stats[gameState.HeroType]
gameState.Stats = f.CreateHeroStatsState(gameState.HeroType, classStats)
skillState, err := f.CreateHeroSkillsState(classStats, gameState.HeroType)
if err != nil {
return nil, err
}
gameState.Skills = skillState
if err := f.Save(gameState); err != nil {
fmt.Printf("failed to save game state!, err: %v\n", err)
}
}
result = append(result, gameState)
}
return result, nil
}
// CreateHeroSkillsState will assemble the hero skills from the class stats record.
func (f *HeroStateFactory) CreateHeroSkillsState(classStats *d2records.CharStatsRecord, heroType d2enum.Hero) (map[int]*HeroSkill, error) {
baseSkills := map[int]*HeroSkill{}
for idx := range classStats.BaseSkill {
skillName := &classStats.BaseSkill[idx]
if *skillName == "" {
continue
}
skill, err := f.CreateHeroSkill(1, *skillName)
if err != nil {
continue
}
baseSkills[skill.ID] = skill
}
skillList := f.asset.Records.Skill.Details
token := strings.ToLower(heroType.GetToken3())
for idx := range skillList {
if skillList[idx].Charclass == token {
skill, _ := f.CreateHeroSkill(0, skillList[idx].Skill)
baseSkills[skill.ID] = skill
}
}
skillRecord, err := f.CreateHeroSkill(1, "Attack")
if err != nil {
return nil, err
}
baseSkills[skillRecord.ID] = skillRecord
return baseSkills, nil
}
// CreateHeroSkill creates an instance of a skill
func (f *HeroStateFactory) CreateHeroSkill(points int, name string) (*HeroSkill, error) {
skillRecord := f.asset.Records.GetSkillByName(name)
if skillRecord == nil {
return nil, fmt.Errorf("Skill not found: %s", name)
}
skillDescRecord, found := f.asset.Records.Skill.Descriptions[skillRecord.Skilldesc]
if !found {
return nil, fmt.Errorf("Skill Description not found: %s", name)
}
result := &HeroSkill{
SkillPoints: points,
SkillRecord: skillRecord,
SkillDescriptionRecord: skillDescRecord,
}
return result, nil
}
// HasGameStates returns true if the player has any previously saved game
func (f *HeroStateFactory) HasGameStates() bool {
basePath, _ := f.getGameBaseSavePath()
files, _ := ioutil.ReadDir(basePath)
return len(files) > 0
}
// CreateTestGameState is used for the map engine previewer
func (f *HeroStateFactory) CreateTestGameState() *HeroState {
result := &HeroState{}
return result
}
// LoadHeroState loads the player state from the file
func (f *HeroStateFactory) LoadHeroState(filePath string) *HeroState {
strData, err := ioutil.ReadFile(filePath)
if err != nil {
return nil
}
result := &HeroState{
FilePath: filePath,
}
err = json.Unmarshal(strData, result)
if err != nil {
return nil
}
// Here, we turn the shallow skill data back into records from the asset manager.
// This is because this factory has a reference to the asset manager with loaded records.
// We cant do this while unmarshalling because there is no reference to the asset manager.
for idx := range result.Skills {
hs := result.Skills[idx]
// TODO: figure out why this can be nil
if hs == nil {
continue
}
hs.SkillRecord = f.asset.Records.Skill.Details[hs.shallow.SkillID]
hs.SkillDescriptionRecord = f.asset.Records.Skill.Descriptions[hs.SkillRecord.Skilldesc]
hs.SkillPoints = hs.shallow.SkillPoints
}
return result
}
func (f *HeroStateFactory) getGameBaseSavePath() (string, error) {
configDir, err := os.UserConfigDir()
if err != nil {
return "", err
}
return path.Join(configDir, "OpenDiablo2/Saves"), nil
}
func (f *HeroStateFactory) getFirstFreeFileName() string {
i := 0
basePath, _ := f.getGameBaseSavePath()
for {
filePath := path.Join(basePath, strconv.Itoa(i)+".od2")
if _, err := os.Stat(filePath); os.IsNotExist(err) {
return filePath
}
i++
}
}
// Save saves the player state to a file
func (f *HeroStateFactory) Save(state *HeroState) error {
if state.FilePath == "" {
state.FilePath = f.getFirstFreeFileName()
}
if err := os.MkdirAll(path.Dir(state.FilePath), 0755); err != nil {
return err
}
fileJSON, _ := json.MarshalIndent(state, "", " ")
if err := ioutil.WriteFile(state.FilePath, fileJSON, 0644); err != nil {
return err
}
return nil
}