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OpenDiablo2/d2core/d2records/missiles_record.go

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package d2records
import "github.com/OpenDiablo2/OpenDiablo2/d2common/d2calculation"
// Missiles stores all of the MissileRecords
type Missiles map[int]*MissileRecord
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 21:52:01 +00:00
type missilesByName map[string]*MissileRecord
// MissileCalcParam is a calculation parameter for a missile
type MissileCalcParam struct {
Param int
Desc string
}
// MissileCalc is a calculation for a missile
type MissileCalc struct {
Calc d2calculation.CalcString
Desc string
Params []MissileCalcParam
}
// MissileLight has the parameters for missile lighting
type MissileLight struct {
Diameter int
Flicker int
Red uint8
Green uint8
Blue uint8
}
// MissileAnimation stores parameters for a missile animation
type MissileAnimation struct {
CelFileName string
StepsBeforeVisible int
StepsBeforeActive int
AnimationRate int // seems to do nothing
AnimationLength int
AnimationSpeed int
StartingFrame int // called "RandFrame"
SubStartingFrame int
SubEndingFrame int
LoopAnimation bool
HasSubLoop bool // runs after first animation ends
}
// MissileCollision parameters for missile collision
type MissileCollision struct {
CollisionType int // controls the kind of collision
// 0 = none, 1 = units only, 3 = normal (units, walls),
// 6 = walls only, 8 = walls, units, and floors
TimerFrames int // how many frames to persist
DestroyedUponCollision bool
FriendlyFire bool
LastCollide bool // unknown
Collision bool // unknown
ClientCollision bool // unknown
ClientSend bool // unclear
UseCollisionTimer bool // after hit, use timer before dying
}
// MissileDamage parameters for calculating missile physical damage
type MissileDamage struct {
MinDamage int
MaxDamage int
MinLevelDamage [5]int // additional damage per missile level
// [0]: lvs 2-8, [1]: lvs 9-16, [2]: lvs 17-22, [3]: lvs 23-28, [4]: lv 29+
MaxLevelDamage [5]int // see above
DamageSynergyPerCalc d2calculation.CalcString // works like synergy in skills.txt, not clear
}
// MissileElementalDamage parameters for calculating missile elemental damage
type MissileElementalDamage struct {
Damage MissileDamage
ElementType string
Duration int // frames, 25 = 1 second
LevelDuration [3]int // 0,1,2, unknown level intervals, bonus duration per level
}
// MissileRecord is a representation of a row from missiles.txt
type MissileRecord struct {
ServerMovementCalc MissileCalc
ClientMovementCalc MissileCalc
ServerCollisionCalc MissileCalc
ClientCollisionCalc MissileCalc
ServerDamageCalc MissileCalc
Light MissileLight
Animation MissileAnimation
Collision MissileCollision
Damage MissileDamage
ElementalDamage MissileElementalDamage
SubMissile [3]string // 0,1,2 name of missiles spawned by movement function
HitSubMissile [4]string // 0,1,2 name of missiles spawned by collision function
ClientSubMissile [3]string // see above, but for client only
ClientHitSubMissile [4]string // see above, but for client only
Name string
SkillName string // if not empty, the missile will refer to this skill instead of its own data for the following:
// "ResultFlags, HitFlags, HitShift, HitClass, SrcDamage (SrcDam in skills.txt!),
// MinDam, MinLevDam1-5, MaxDam, MaxLevDam1-5, DmgSymPerCalc, EType, EMin, EMinLev1-5,
// EMax, EMaxLev1-5, EDmgSymPerCalc, ELen, ELenLev1-3, ELenSymPerCalc"
TravelSound string // name of sound to play during lifetime
// whether or not it loops depends on the specific sound's settings?
// if it doesn't loop, it's just a on-spawn sound effect
HitSound string // sound plays upon collision
ProgSound string // plays at "special events", like a mariachi band
ProgOverlay string // name of an overlay from overlays.txt to use at special events
ExplosionMissile string // name of a missile from missiles.txt that is created upon collision
// or anytime it is destroyed if AlwaysExplode is true
Id int //nolint:golint,stylecheck // ID is the correct key
ClientMovementFunc int
ClientCollisionFunc int
ServerMovementFunc int
ServerCollisionFunc int
ServerDamageFunc int
Velocity int
MaxVelocity int
LevelVelocityBonus int
Accel int
Range int
LevelRangeBonus int
XOffset int
YOffset int
ZOffset int
Size int // diameter
DestroyedByTPFrame int // see above, for client side, (this is a guess) which frame it vanishes on
HolyFilterType int // specifies what this missile can hit
KnockbackPercent int // chance of knocking the target back, 0-100
TransparencyMode int // controls rendering
// 0 = normal, 1 = alpha blending (darker = more transparent)
// 2 = special (black and white?)
ResultFlags int // unknown
// 4 = normal missiles, 5 = explosions, 8 = non-damaging missiles
HitFlags int // unknown
// 2 = explosions, 5 = freezing arrow
HitShift int // damage is measured in 256s
// the actual damage is [damage] * 2 ^ [hitshift]
// e.g. 100 damage, 8 hitshift = 100 * 2 ^ 8 = 100 * 256 = 25600
// (visually, the damage is this result / 256)
SourceDamage int // 0-128, 128 is 100%
SourceMissDamage int // 0-128, 128 is 100%
// unknown, only used for poison clouds.
HitClass int // controls clientside aesthetic effects for collisions
// particularly sound effects that are played on a hit
NumDirections int // count of dirs in the DCC loaded by CelFile
// apparently this value is no longer needed in D2
LocalBlood int // blood effects?
// 0 = no blood, 1 = blood, 2 = blood and affected by open wounds
DamageReductionRate int // how many frames between applications of the
// magic_damage_reduced stat, so for instance on a 0 this stat applies every frame
// on a 3, only every 4th frame has damage reduced
DestroyedByTP bool // if true, destroyed when source player teleports to town
CanDestroy bool // unknown
UseAttackRating bool // if true, uses 'attack rating' to determine if it hits or misses
// if false, has a 95% chance to hit.
AlwaysExplode bool // if true, always calls its collision function when it is destroyed,
// even if it doesn't hit anything
// note that some collision functions (lightning fury)
// seem to ignore this and always explode regardless of setting (requires investigation)
ClientExplosion bool // if true, does not really exist
// is only aesthetic / client side
TownSafe bool // if true, doesn't vanish when spawned in town
// if false, vanishes when spawned in town
IgnoreBossModifiers bool // if true, doesn't get bonuses from boss mods
IgnoreMultishot bool // if true, can't gain the mulitshot modifier
// 0 = all units, 1 = undead only, 2 = demons only, 3 = all units (again?)
CanBeSlowed bool // if true, is affected by skill_handofathena
TriggersHitEvents bool // if true, triggers events that happen "upon getting hit" on targets
TriggersGetHit bool // if true, can cause target to enter hit recovery mode
SoftHit bool // unknown
UseQuantity bool // if true, uses quantity
// not clear what this means. Also apparently requires a special starting function in skills.txt
AffectedByPierce bool // if true, affected by the pierce modifier and the Pierce skill
SpecialSetup bool // unknown, only true for potions
MissileSkill bool // if true, applies elemental damage from items to the splash radius instead of normal damage modifiers
ApplyMastery bool // unknown
// percentage of source units attack properties to apply to the missile?
// not only affects damage but also other modifiers like lifesteal and manasteal (need a complete list)
// setting this to -1 "gets rid of SrcDmg from skills.txt", not clear what that means
HalfDamageForTwoHander bool // if true, damage is halved when a two-handed weapon is used
}