Feature/cubemain (#410)

* Added automap.go stub

* Handle errors in original AutoMap.txt file

* Completed AutoMapRecord struct and comments

* AutoMap loader implemented

* Update from base repo

* Added cubemain.go stub

* Input and requirement fields

* Removed CubeRecipeRequirement added CubeRecipeResult

* Comments and some name changes

* Implemented cubemain.go

* Corrected log line
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danhale-git 2020-06-23 07:02:35 +01:00 committed by GitHub
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@ -0,0 +1,305 @@
package d2datadict
import (
"log"
"strconv"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2common"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
)
// CubeRecipeRecord represents one row from CubeMain.txt.
// It is one possible recipe for the Horadric Cube, with
// requirements and output items.
// See: https://d2mods.info/forum/kb/viewarticle?a=284
type CubeRecipeRecord struct {
// Description has no function, it just describes the
// recipe.
Description string
// Enabled is true if the recipe is active in game.
Enabled bool
// Ladder is true if the recipe is only allowed in
// ladder on realms. Also works for single player
// TCP/IP.
Ladder bool
// MinDiff sets the minimum difficulty level required
// to use this recipe.
MinDiff int // 0, 1, 2 = normal, nightmare, hell
// Version specifies whether the recipe is old
// classic, new classic or expansion.
Version int // 0, 1, 100 = old cl, new cl, expansion
// The following three 'Req' values form a comparison:
// if <ReqStatID> <ReqOperation> <ReqValue> then recipe
// is allowed.
//
// ReqStatID is an ID value from the ItemStatsCost
// data set specifying the stat to compare. Whether
// this references a player or item stat depends on
// the Operator.
ReqStatID int
// ReqOperation is a number describing the
// comparison operator and the action to take if
// it evaluates to true. See Appendix A in the
// linked article and note that 1, 2, 27 and 28
// are unusual.
ReqOperation int // 1 - 28
// ReqValue is the number the stat is compared against.
ReqValue int
// Class Can be used to make recipes class
// specific. Example class codes given are:
// ama bar pal nec sor dru ass
//
// Since this field isn't used in the game data,
// classFieldToEnum has been implemented based on that
// example. It understands the following syntax,
// which may be incorrect:
// "ama,bar,dru"
Class []d2enum.Hero
// NumInputs is the total count of input items
// required, including counts in item stacks.
NumInputs int
// Inputs is the actual recipe, a collection of
// items/stacks with parameters required to
// obtain the items defined in Outputs.
Inputs []CubeRecipeItem
// Outputs are the items created when the recipe
// is used.
Outputs []CubeRecipeResult
}
// CubeRecipeResult is an item generated on use of a
// cube recipe.
type CubeRecipeResult struct {
// Item is the item, with a count and parameters.
Item CubeRecipeItem
// Level causes the item to be a specific level.
//
// Note that this value force spawns the item at
// this specific level. Its also used in the
// formula for the next two fields.
Level int // the item level of Item
// PLevel uses a portion of the players level for
// the output level.
PLevel int
// ILevel uses a portion of the first input's
// level for the output level.
ILevel int
// Properties is a list of properties which may
// be attached to Item.
Properties []CubeRecipeItemProperty
}
// CubeRecipeItem represents an item, with a stack count
// and parameters. Here it is used to describe the
// required ingredients of the recipe and the output
// result. See:
// https://d2mods.info/forum/kb/viewarticle?a=284
type CubeRecipeItem struct {
Code string // item code e.g. 'weap'
Params []string // list of parameters e.g. 'sock'
Count int // required stack count
}
// CubeRecipeItemProperty represents the mod #,
// mod # chance, mod # param, mod # min, mod # max
// fields in cubemain.go
type CubeRecipeItemProperty struct {
Code string // the code field from properties.txt
// Note: I can't find any example value for this
// so I've made it an int for now
Chance int // the chance to apply the property
// Note: The few examples in cubemain.go are integers,
// however d2datadict.UniqueItemProperty is a similar
// struct which handles a similar field that may be a
// string or an integer.
//
// See: https://d2mods.info/forum/kb/viewarticle?a=345
//"the parameter passed on to the associated property, this is used to pass skill IDs,
// state IDs, monster IDs, montype IDs and the like on to the properties that require
// them, these fields support calculations."
Param int // for properties that use parameters
Min int // the minimum value of the property stat
Max int // the maximum value of the property stat
}
// CubeRecipes contains all rows in CubeMain.txt.
var CubeRecipes []*CubeRecipeRecord
// There are repeated fields and sections in this file, some
// of which have inconsistent naming conventions. These slices
// are a simple way to handle them.
var outputFields = []string{"output", "output b", "output c"}
var outputLabels = []string{"", "b ", "c "}
var propLabels = []string{"mod 1", "mod 2", "mod 3", "mod 4", "mod 5"}
var inputFields = []string{"input 1", "input 2", "input 3", "input 4", "input 5", "input 6", "input 7"}
// LoadCubeRecipes populates CubeRecipes with
// the data from CubeMain.txt.
func LoadCubeRecipes(file []byte) {
// Load data
d := d2common.LoadDataDictionary(string(file))
// Create records
CubeRecipes = make([]*CubeRecipeRecord, len(d.Data))
for idx := range d.Data {
CubeRecipes[idx] = &CubeRecipeRecord{
Description: d.GetString("description", idx),
Enabled: d.GetNumber("enabled", idx) == 1,
Ladder: d.GetNumber("ladder", idx) == 1,
MinDiff: d.GetNumber("min diff", idx),
Version: d.GetNumber("version", idx),
ReqStatID: d.GetNumber("param", idx),
ReqOperation: d.GetNumber("op", idx),
ReqValue: d.GetNumber("value", idx),
Class: classFieldToEnum(d.GetString("class", idx)),
NumInputs: d.GetNumber("numinputs", idx),
}
// Create inputs - input 1-7
CubeRecipes[idx].Inputs = make([]CubeRecipeItem, 7)
for i := range inputFields {
CubeRecipes[idx].Inputs[i] = newCubeRecipeItem(
d.GetString(inputFields[i], idx))
}
// Create outputs - output "", b, c
CubeRecipes[idx].Outputs = make([]CubeRecipeResult, 3)
for o, outLabel := range outputLabels {
CubeRecipes[idx].Outputs[o] = CubeRecipeResult{
Item: newCubeRecipeItem(
d.GetString(outputFields[o], idx)),
Level: d.GetNumber(outLabel+"lvl", idx),
ILevel: d.GetNumber(outLabel+"plvl", idx),
PLevel: d.GetNumber(outLabel+"ilvl", idx),
}
// Create properties - mod 1-5
properties := make([]CubeRecipeItemProperty, 5)
for p, prop := range propLabels {
properties[p] = CubeRecipeItemProperty{
Code: d.GetString(outLabel+prop, idx),
Chance: d.GetNumber(outLabel+prop+" chance", idx),
Param: d.GetNumber(outLabel+prop+" param", idx),
Min: d.GetNumber(outLabel+prop+" min", idx),
Max: d.GetNumber(outLabel+prop+" max", idx),
}
}
CubeRecipes[idx].Outputs[o].Properties = properties
}
}
log.Printf("Loaded %d CubeMainRecord records", len(CubeRecipes))
}
// newCubeRecipeItem constructs a CubeRecipeItem from a string of
// arguments. arguments include at least an item and sometimes
// parameters and/or a count (qty parameter). For example:
// "weap,sock,mag,qty=10"
func newCubeRecipeItem(f string) CubeRecipeItem {
args := splitFieldValue(f)
item := CubeRecipeItem{
Code: args[0], // the first argument is always the item count
Count: 1, // default to a count of 1 (no qty parameter)
}
// Ignore the first argument
args = args[1:]
// Find the qty parameter if it was provided,
// convert to int and assign to item.Count
for idx, arg := range args {
if strings.HasPrefix(arg, "qty") {
count, err := strconv.Atoi(strings.Split(arg, "=")[1])
if err != nil {
log.Fatal("Error parsing item count:", err)
}
item.Count = count
// Remove the qty parameter
if idx != len(args)-1 {
args[idx] = args[len(args)-1]
}
args = args[:len(args)-1]
break
}
}
// No other arguments were provided
if len(args) == 0 {
return item
}
// Record the argument strings
item.Params = make([]string, len(args))
for idx, arg := range args {
item.Params[idx] = arg
}
return item
}
// classFieldToEnum converts class tokens to s2enum.Hero.
func classFieldToEnum(f string) []d2enum.Hero {
split := splitFieldValue(f)
enums := make([]d2enum.Hero, len(split))
for idx, class := range split {
if class == "" {
continue
}
switch class {
case "bar":
enums[idx] = d2enum.HeroBarbarian
case "nec":
enums[idx] = d2enum.HeroNecromancer
case "pal":
enums[idx] = d2enum.HeroPaladin
case "ass":
enums[idx] = d2enum.HeroAssassin
case "sor":
enums[idx] = d2enum.HeroSorceress
case "ama":
enums[idx] = d2enum.HeroAmazon
case "dru":
enums[idx] = d2enum.HeroDruid
default:
log.Fatalf("Unknown hero token: '%s'", class)
}
}
return enums
}
// splitFieldValue splits a string array from the following format:
// "one,two,three"
func splitFieldValue(s string) []string {
return strings.Split(strings.Trim(s, "\""), ",")
}

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@ -184,6 +184,7 @@ const (
Hireling = "/data/global/excel/hireling.txt"
DifficultyLevels = "/data/global/excel/difficultylevels.txt"
AutoMap = "/data/global/excel/AutoMap.txt"
CubeRecipes = "/data/global/excel/cubemain.txt"
// --- Animations ---

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@ -422,6 +422,7 @@ func loadDataDict() error {
{d2resource.LevelDetails, d2datadict.LoadLevelDetails},
{d2resource.LevelMaze, d2datadict.LoadLevelMazeDetails},
{d2resource.LevelSubstitutions, d2datadict.LoadLevelSubstitutions},
{d2resource.CubeRecipes, d2datadict.LoadCubeRecipes},
}
for _, entry := range entries {