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https://github.com/OpenDiablo2/OpenDiablo2
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fc87b2be7a
* 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
137 lines
3.3 KiB
Go
137 lines
3.3 KiB
Go
package diablo2stats
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import (
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"fmt"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2tbl"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2stats"
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)
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func NewStatFactory(asset *d2asset.AssetManager) (*StatFactory, error) {
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factory := &StatFactory{asset: asset}
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return factory, nil
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}
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// StatFactory is responsible for creating stats
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type StatFactory struct {
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asset *d2asset.AssetManager
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}
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// NewStat creates a stat instance with the given record and values
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func (f *StatFactory) NewStat(key string, values ...float64) d2stats.Stat {
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record := f.asset.Records.Item.Stats[key]
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if record == nil {
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return nil
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}
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stat := &diablo2Stat{
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factory: f,
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record: record,
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}
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stat.init(values...) // init stat values, value types, and value combination rules
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return stat
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}
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// NewStatList creates a stat list
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func (f *StatFactory) NewStatList(stats ...d2stats.Stat) d2stats.StatList {
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return &Diablo2StatList{stats}
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}
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// NewValue creates a stat value of the given type
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func (f *StatFactory) NewValue(t d2stats.StatNumberType, c d2stats.ValueCombineType) d2stats.StatValue {
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sv := &Diablo2StatValue{
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numberType: t,
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combineType: c,
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}
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switch t {
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case d2stats.StatValueFloat:
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sv.stringerFn = f.stringerUnsignedFloat
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case d2stats.StatValueInt:
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sv.stringerFn = f.stringerUnsignedInt
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default:
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sv.stringerFn = f.stringerEmpty
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}
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return sv
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}
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const (
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monsterNotFound = "{Monster not found!}"
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)
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func (f *StatFactory) getHeroMap() []d2enum.Hero {
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return []d2enum.Hero{
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d2enum.HeroAmazon,
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d2enum.HeroSorceress,
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d2enum.HeroNecromancer,
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d2enum.HeroPaladin,
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d2enum.HeroBarbarian,
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d2enum.HeroDruid,
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d2enum.HeroAssassin,
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}
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}
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func (f *StatFactory) stringerUnsignedInt(sv d2stats.StatValue) string {
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return fmt.Sprintf("%d", sv.Int())
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}
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func (f *StatFactory) stringerUnsignedFloat(sv d2stats.StatValue) string {
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return fmt.Sprintf("%.2f", sv.Float())
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}
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func (f *StatFactory) stringerEmpty(_ d2stats.StatValue) string {
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return ""
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}
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func (f *StatFactory) stringerIntSigned(sv d2stats.StatValue) string {
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return fmt.Sprintf("%+d", sv.Int())
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}
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func (f *StatFactory) stringerIntPercentageSigned(sv d2stats.StatValue) string {
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return fmt.Sprintf("%+d%%", sv.Int())
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}
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func (f *StatFactory) stringerIntPercentageUnsigned(sv d2stats.StatValue) string {
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return fmt.Sprintf("%d%%", sv.Int())
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}
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func (f *StatFactory) stringerClassAllSkills(sv d2stats.StatValue) string {
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heroIndex := sv.Int()
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heroMap := f.getHeroMap()
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classRecord := f.asset.Records.Character.Stats[heroMap[heroIndex]]
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return d2tbl.TranslateString(classRecord.SkillStrAll)
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}
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func (f *StatFactory) stringerClassOnly(sv d2stats.StatValue) string {
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heroMap := f.getHeroMap()
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heroIndex := sv.Int()
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classRecord := f.asset.Records.Character.Stats[heroMap[heroIndex]]
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classOnlyKey := classRecord.SkillStrClassOnly
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return d2tbl.TranslateString(classOnlyKey)
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}
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func (f *StatFactory) stringerSkillName(sv d2stats.StatValue) string {
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skillRecord := f.asset.Records.Skill.Details[sv.Int()]
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return skillRecord.Skill
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}
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func (f *StatFactory) stringerMonsterName(sv d2stats.StatValue) string {
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for key := range f.asset.Records.Monster.Stats {
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if f.asset.Records.Monster.Stats[key].ID == sv.Int() {
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return f.asset.Records.Monster.Stats[key].NameString
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}
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}
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return monsterNotFound
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}
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