package d2datadict import ( "log" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2txt" ) // HirelingRecord is a representation of rows in hireling.txt // these records describe mercenaries type HirelingRecord struct { Hireling string SubType string ID int Class int Act int Difficulty int Level int Seller int NameFirst string NameLast string Gold int ExpPerLvl int HP int HPPerLvl int Defense int DefPerLvl int Str int StrPerLvl int Dex int DexPerLvl int AR int ARPerLvl int Share int DmgMin int DmgMax int DmgPerLvl int Resist int ResistPerLvl int WType1 string WType2 string HireDesc string DefaultChance int Skill1 string Mode1 int Chance1 int ChancePerLevel1 int Level1 int LvlPerLvl1 int Skill2 string Mode2 int Chance2 int ChancePerLevel2 int Level2 int LvlPerLvl2 int Skill3 string Mode3 int Chance3 int ChancePerLevel3 int Level3 int LvlPerLvl3 int Skill4 string Mode4 int Chance4 int ChancePerLevel4 int Level4 int LvlPerLvl4 int Skill5 string Mode5 int Chance5 int ChancePerLevel5 int Level5 int LvlPerLvl5 int Skill6 string Mode6 int Chance6 int ChancePerLevel6 int Level6 int LvlPerLvl6 int Head int Torso int Weapon int Shield int } // Hirelings stores hireling (mercenary) records //nolint:gochecknoglobals // Currently global by design, only written once var Hirelings []*HirelingRecord // LoadHireling loads hireling data into []*HirelingRecord func LoadHireling(file []byte) { Hirelings = make([]*HirelingRecord, 0) d := d2txt.LoadDataDictionary(file) for d.Next() { hireling := &HirelingRecord{ Hireling: d.String("Hireling"), SubType: d.String("SubType"), ID: d.Number("Id"), Class: d.Number("Class"), Act: d.Number("Act"), Difficulty: d.Number("Difficulty"), Level: d.Number("Level"), Seller: d.Number("Seller"), NameFirst: d.String("NameFirst"), NameLast: d.String("NameLast"), Gold: d.Number("Gold"), ExpPerLvl: d.Number("Exp/Lvl"), HP: d.Number("HP"), HPPerLvl: d.Number("HP/Lvl"), Defense: d.Number("Defense"), DefPerLvl: d.Number("Id"), Str: d.Number("Str"), StrPerLvl: d.Number("Str/Lvl"), Dex: d.Number("Dex"), DexPerLvl: d.Number("Dex/Lvl"), AR: d.Number("AR"), ARPerLvl: d.Number("AR/Lvl"), Share: d.Number("Share"), DmgMin: d.Number("Dmg-Min"), DmgMax: d.Number("Dmg-Max"), DmgPerLvl: d.Number("Dmg/Lvl"), Resist: d.Number("Resist"), ResistPerLvl: d.Number("Resist/Lvl"), WType1: d.String("WType1"), WType2: d.String("WType2"), HireDesc: d.String("HireDesc"), DefaultChance: d.Number("DefaultChance"), Skill1: d.String("Skill1"), Mode1: d.Number("Mode1"), Chance1: d.Number("Chance1"), ChancePerLevel1: d.Number("ChancePerLvl1"), Level1: d.Number("Level1"), LvlPerLvl1: d.Number("LvlPerLvl1"), Skill2: d.String("Skill2"), Mode2: d.Number("Mode2"), Chance2: d.Number("Chance2"), ChancePerLevel2: d.Number("ChancePerLvl2"), Level2: d.Number("Level2"), LvlPerLvl2: d.Number("LvlPerLvl2"), Skill3: d.String("Skill3"), Mode3: d.Number("Mode3"), Chance3: d.Number("Chance3"), ChancePerLevel3: d.Number("ChancePerLvl3"), Level3: d.Number("Level3"), LvlPerLvl3: d.Number("LvlPerLvl3"), Skill4: d.String("Skill4"), Mode4: d.Number("Mode4"), Chance4: d.Number("Chance4"), ChancePerLevel4: d.Number("ChancePerLvl4"), Level4: d.Number("Level4"), LvlPerLvl4: d.Number("LvlPerLvl4"), Skill5: d.String("Skill5"), Mode5: d.Number("Mode5"), Chance5: d.Number("Chance5"), ChancePerLevel5: d.Number("ChancePerLvl5"), Level5: d.Number("Level5"), LvlPerLvl5: d.Number("LvlPerLvl5"), Skill6: d.String("Skill6"), Mode6: d.Number("Mode6"), Chance6: d.Number("Chance6"), ChancePerLevel6: d.Number("ChancePerLvl6"), Level6: d.Number("Level6"), LvlPerLvl6: d.Number("LvlPerLvl6"), Head: d.Number("Head"), Torso: d.Number("Torso"), Weapon: d.Number("Weapon"), Shield: d.Number("Shield"), } Hirelings = append(Hirelings, hireling) } if d.Err != nil { panic(d.Err) } log.Printf("Loaded %d Hireling records", len(Hirelings)) }