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 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") { continue } 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, "\""), ",") }