package diablo2item import ( "fmt" "github.com/OpenDiablo2/OpenDiablo2/d2common" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2item" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2stats" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2stats/diablo2stats" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui" "math/rand" ) // PropertyPool is used for separating properties by their source type PropertyPool int // Property pools const ( PropertyPoolPrefix PropertyPool = iota PropertyPoolSuffix PropertyPoolUnique PropertyPoolSetItem PropertyPoolSet ) // for handling special cases const ( jewelItemCode = "jew" propertyEthereal = "ethereal" propertyIndestructable = "indestruct" ) const ( magicItemPrefixMax = 1 magicItemSuffixMax = 1 rareItemPrefixMax = 3 rareItemSuffixMax = 3 rareJewelPrefixMax = 3 rareJewelSuffixMax = 3 rareJewelAffixMax = 4 ) // static check to ensure Item implements Item var _ d2item.Item = &Item{} type Item struct { name string Seed int64 rand *rand.Rand // non-global rand instance for re-generating the item slotType d2enum.EquippedSlot TypeCode string CommonCode string UniqueCode string SetCode string SetItemCode string PrefixCodes []string SuffixCodes []string properties map[PropertyPool][]*Property statContext d2item.StatContext statList d2stats.StatList uniqueStatList d2stats.StatList setItemStatList d2stats.StatList attributes *itemAttributes sockets []*d2item.Item // there will be checks for handling the craziness this might entail } type itemAttributes struct { worldSprite *d2ui.Sprite inventorySprite *d2ui.Sprite damageOneHand minMaxEnhanceable damageTwoHand minMaxEnhanceable damageMissile minMaxEnhanceable stackSize minMaxEnhanceable durability minMaxEnhanceable personalization string quality int defense int currentStackSize int currentDurability int baseItemLevel int requiredLevel int numSockets int requirementsEnhancement int requiredStrength int requiredDexterity int classSpecific d2enum.Hero durable bool // some items specify that they have no durability indestructable bool ethereal bool throwable bool } type minMaxEnhanceable struct { min int max int enhance int } // Name returns the item name func (i *Item) Name() string { return i.name } // Context returns the statContext that is being used to evaluate stats. for example, // stats which are based on character level will be evaluated with the player // as the statContext, as the player stat list will contain stats that describe the // character level func (i *Item) Context() d2item.StatContext { return i.statContext } // SetContext sets the statContext for evaluating item stats func (i *Item) SetContext(ctx d2item.StatContext) { i.statContext = ctx } // ItemType returns the type of item func (i *Item) ItemType() string { return i.TypeCode } // ItemLevel returns the level of item func (i *Item) ItemLevel() int { return i.attributes.baseItemLevel } // TypeRecord returns the ItemTypeRecord of the item func (i *Item) TypeRecord() *d2datadict.ItemTypeRecord { return d2datadict.ItemTypes[i.TypeCode] } // CommonRecord returns the ItemCommonRecord of the item func (i *Item) CommonRecord() *d2datadict.ItemCommonRecord { return d2datadict.CommonItems[i.CommonCode] } // UniqueRecord returns the UniqueItemRecord of the item func (i *Item) UniqueRecord() *d2datadict.UniqueItemRecord { return d2datadict.UniqueItems[i.UniqueCode] } // SetRecord returns the SetRecord of the item func (i *Item) SetRecord() *d2datadict.SetRecord { return d2datadict.SetRecords[i.SetCode] } // SetItemRecord returns the SetRecord of the item func (i *Item) SetItemRecord() *d2datadict.SetItemRecord { return d2datadict.SetItems[i.SetItemCode] } // PrefixRecords returns the ItemAffixCommonRecords of the prefixes of the item func (i *Item) PrefixRecords() []*d2datadict.ItemAffixCommonRecord { return affixRecords(i.PrefixCodes, d2datadict.MagicPrefix) } // PrefixRecords returns the ItemAffixCommonRecords of the prefixes of the item func (i *Item) SuffixRecords() []*d2datadict.ItemAffixCommonRecord { return affixRecords(i.SuffixCodes, d2datadict.MagicSuffix) } func affixRecords( fromCodes []string, affixes map[string]*d2datadict.ItemAffixCommonRecord, ) []*d2datadict.ItemAffixCommonRecord { if len(fromCodes) < 1 { return nil } result := make([]*d2datadict.ItemAffixCommonRecord, len(fromCodes)) for idx, code := range fromCodes { rec := affixes[code] result[idx] = rec } return result } // SlotType returns the slot type (where it can be equipped) func (i *Item) SlotType() d2enum.EquippedSlot { return i.slotType } // StatList returns the evaluated stat list func (i *Item) StatList() d2stats.StatList { return i.statList } // Description returns the full description string for the item func (i *Item) Description() string { return "" } // applyDropModifier attempts to find the necessary set, unique, or // affix records, depending on the drop modifier given. If an unsupported // drop modifier is supplied, it will attempt to reconcile by picked // magic affixes as if it were a rare. func (i *Item) applyDropModifier(modifier DropModifier) { modifier = i.sanitizeDropModifier(modifier) switch modifier { case DropModifierUnique: i.pickUniqueRecord() if i.UniqueRecord() == nil { i.applyDropModifier(DropModifierRare) return } case DropModifierSet: i.pickSetRecords() if i.SetRecord() == nil || i.SetItemRecord() == nil { i.applyDropModifier(DropModifierRare) return } case DropModifierRare, DropModifierMagic: // the method of picking stays the same for magic/rare // but magic gets to pick more, and jewels have a special // way of picking affixes i.pickMagicAffixes(modifier) case DropModifierNone: default: return } } func (i *Item) sanitizeDropModifier(modifier DropModifier) DropModifier { if i.TypeRecord() == nil { i.TypeCode = i.CommonRecord().Type } // should this item always be normal? if i.TypeRecord().Normal { modifier = DropModifierNone } // should this item always be magic? if i.TypeRecord().Magic { modifier = DropModifierMagic } // if it isn't allowed to be rare, force it to be magic if modifier == DropModifierRare && !i.TypeRecord().Rare { modifier = DropModifierMagic } return modifier } func (i *Item) pickUniqueRecord() { matches := findMatchingUniqueRecords(i.CommonRecord()) if len(matches) > 0 { match := matches[i.rand.Intn(len(matches))] i.UniqueCode = match.Code } } func (i *Item) pickSetRecords() { if matches := findMatchingSetItemRecords(i.CommonRecord()); len(matches) > 0 { picked := matches[i.rand.Intn(len(matches))] i.SetItemCode = picked.SetItemKey if rec := i.SetItemRecord(); rec != nil { i.SetCode = rec.SetKey } } } func (i *Item) pickMagicAffixes(mod DropModifier) { if i.PrefixCodes == nil { i.PrefixCodes = make([]string, 0) } if i.SuffixCodes == nil { i.SuffixCodes = make([]string, 0) } totalAffixes, numSuffixes, numPrefixes := 0, 0, 0 switch mod { case DropModifierRare: if i.CommonRecord().Type == jewelItemCode { numPrefixes, numSuffixes = rareJewelPrefixMax, rareJewelSuffixMax totalAffixes = rareJewelAffixMax } else { numPrefixes, numSuffixes = rareItemPrefixMax, rareItemSuffixMax totalAffixes = numPrefixes + numSuffixes } case DropModifierMagic: numPrefixes, numSuffixes = magicItemPrefixMax, magicItemSuffixMax totalAffixes = numPrefixes + numSuffixes } i.pickMagicPrefixes(numPrefixes, totalAffixes) i.pickMagicSuffixes(numSuffixes, totalAffixes) } func (i *Item) pickMagicPrefixes(max, totalMax int) { for numPicks := 0; numPicks < max; numPicks++ { matches := findMatchingAffixes(i.CommonRecord(), d2datadict.MagicPrefix) if rollPrefix := i.rand.Intn(2); rollPrefix > 0 { affixCount := len(i.PrefixRecords()) + len(i.SuffixRecords()) if len(i.PrefixRecords()) > max || affixCount > totalMax { break } if len(matches) > 0 { picked := matches[i.rand.Intn(len(matches))] i.PrefixCodes = append(i.PrefixCodes, picked.Name) } } } } func (i *Item) pickMagicSuffixes(max, totalMax int) { for numPicks := 0; numPicks < max; numPicks++ { matches := findMatchingAffixes(i.CommonRecord(), d2datadict.MagicSuffix) if rollSuffix := i.rand.Intn(2); rollSuffix > 0 { affixCount := len(i.PrefixRecords()) + len(i.SuffixRecords()) if len(i.PrefixRecords()) > max || affixCount > totalMax { break } if len(matches) > 0 { picked := matches[i.rand.Intn(len(matches))] i.SuffixCodes = append(i.SuffixCodes, picked.Name) } } } } func (i *Item) generateAllProperties() { if i.attributes == nil { i.attributes = &itemAttributes{} } // these will get updated by any generated properties i.attributes.ethereal = false i.attributes.indestructable = false pools := []PropertyPool{ PropertyPoolPrefix, PropertyPoolSuffix, PropertyPoolUnique, PropertyPoolSetItem, PropertyPoolSet, } for _, pool := range pools { i.generateProperties(pool) } } func (i *Item) generateProperties(pool PropertyPool) { var props []*Property switch pool { case PropertyPoolPrefix: if generated := i.generatePrefixProperties(); generated != nil { props = generated } case PropertyPoolSuffix: if generated := i.generateSuffixProperties(); generated != nil { props = generated } case PropertyPoolUnique: if generated := i.generateUniqueProperties(); generated != nil { props = generated } case PropertyPoolSetItem: if generated := i.generateSetItemProperties(); generated != nil { props = generated } case PropertyPoolSet: // todo set bonus handling, needs player/equipment context } if props == nil { return } if i.properties == nil { i.properties = make(map[PropertyPool][]*Property) } i.properties[pool] = props // in the case one of the properties is a stat-less prop for indestructable/ethereal // we need to set the item attributes to the rolled values. we use `||` here just in // case another property has already set the flag for propIdx := range props { prop := props[propIdx] switch prop.record.Code { case propertyEthereal: i.attributes.ethereal = i.attributes.ethereal || prop.computedBool case propertyIndestructable: i.attributes.indestructable = i.attributes.ethereal || prop.computedBool } } } func (i *Item) updateItemAttributes() { i.generateName() r := i.CommonRecord() i.attributes = &itemAttributes{ damageOneHand: minMaxEnhanceable{ min: r.MinDamage, max: r.MaxDamage, }, damageTwoHand: minMaxEnhanceable{ min: r.Min2HandDamage, max: r.Max2HandDamage, }, damageMissile: minMaxEnhanceable{ min: r.MinMissileDamage, max: r.MaxMissileDamage, }, stackSize: minMaxEnhanceable{ min: r.MinStack, max: r.MaxStack, }, durability: minMaxEnhanceable{ min: r.Durability, max: r.Durability, }, baseItemLevel: r.Level, requiredLevel: r.RequiredLevel, requiredStrength: r.RequiredStrength, requiredDexterity: r.RequiredDexterity, durable: !r.NoDurability, throwable: r.Throwable, } def, minDef, maxDef := 0, r.MinAC, r.MaxAC if minDef < 1 && maxDef < 1 { if maxDef < minDef { minDef, maxDef = maxDef, minDef } def = i.rand.Intn(maxDef-minDef+1) + minDef } i.attributes.defense = def } func (i *Item) generatePrefixProperties() []*Property { if i.PrefixRecords() == nil || len(i.PrefixRecords()) < 1 { return nil } result := make([]*Property, 0) // for each prefix for recIdx := range i.PrefixRecords() { prefix := i.PrefixRecords()[recIdx] // for each modifier for modIdx := range prefix.Modifiers { mod := prefix.Modifiers[modIdx] prop := NewProperty(mod.Code, mod.Parameter, mod.Min, mod.Max) if prop == nil { continue } result = append(result, prop) } } return result } func (i *Item) generateSuffixProperties() []*Property { if i.SuffixRecords() == nil || len(i.SuffixRecords()) < 1 { return nil } result := make([]*Property, 0) // for each prefix for recIdx := range i.SuffixRecords() { prefix := i.SuffixRecords()[recIdx] // for each modifier for modIdx := range prefix.Modifiers { mod := prefix.Modifiers[modIdx] prop := NewProperty(mod.Code, mod.Parameter, mod.Min, mod.Max) if prop == nil { continue } result = append(result, prop) } } return result } func (i *Item) generateUniqueProperties() []*Property { if i.UniqueRecord() == nil { return nil } result := make([]*Property, 0) for propIdx := range i.UniqueRecord().Properties { propInfo := i.UniqueRecord().Properties[propIdx] // sketchy ass unique records, the param should be an int but sometimes it's the name // of a skill, which needs to be converted to the skill index paramStr := getStringComponent(propInfo.Parameter) paramInt := getNumericComponent(propInfo.Parameter) if paramStr != "" { for skillID := range d2datadict.SkillDetails { if d2datadict.SkillDetails[skillID].Skill == paramStr { paramInt = skillID } } } prop := NewProperty(propInfo.Code, paramInt, propInfo.Min, propInfo.Max) if prop == nil { continue } result = append(result, prop) } return result } func (i *Item) generateSetItemProperties() []*Property { if i.SetItemRecord() == nil { return nil } result := make([]*Property, 0) for propIdx := range i.SetItemRecord().Properties { setProp := i.SetItemRecord().Properties[propIdx] // like with unique records, the property param is sometimes a skill name // as a string, not an integer index paramStr := getStringComponent(setProp.Parameter) paramInt := getNumericComponent(setProp.Parameter) if paramStr != "" { for skillID := range d2datadict.SkillDetails { if d2datadict.SkillDetails[skillID].Skill == paramStr { paramInt = skillID } } } prop := NewProperty(setProp.Code, paramInt, setProp.Min, setProp.Max) if prop == nil { continue } result = append(result, prop) } return result } func (i *Item) generateName() { if i.SetItemRecord() != nil { i.name = d2common.TranslateString(i.SetItemRecord().SetItemKey) return } if i.UniqueRecord() != nil { i.name = d2common.TranslateString(i.UniqueRecord().Name) return } name := d2common.TranslateString(i.CommonRecord().NameString) if i.PrefixRecords() != nil { if len(i.PrefixRecords()) > 0 { affix := i.PrefixRecords()[i.rand.Intn(len(i.PrefixRecords()))] name = fmt.Sprintf("%s %s", affix.Name, name) } } if i.SuffixRecords() != nil { if len(i.SuffixRecords()) > 0 { affix := i.SuffixRecords()[i.rand.Intn(len(i.SuffixRecords()))] name = fmt.Sprintf("%s %s", name, affix.Name) } } i.name = name } // GetStatStrings is a test function for getting all stat strings func (i *Item) GetStatStrings() []string { result := make([]string, 0) stats := make([]d2stats.Stat, 0) for pool := range i.properties { propPool := i.properties[pool] if propPool == nil { continue } for propIdx := range propPool { if propPool[propIdx] == nil { continue } prop := propPool[propIdx] for statIdx := range prop.stats { stats = append(stats, prop.stats[statIdx]) } } } if len(stats) > 0 { stats = diablo2stats.NewStatList(stats...).ReduceStats().Stats() } for statIdx := range stats { statStr := stats[statIdx].String() if statStr != "" { result = append(result, statStr) } } return result } func findMatchingUniqueRecords(icr *d2datadict.ItemCommonRecord) []*d2datadict.UniqueItemRecord { result := make([]*d2datadict.UniqueItemRecord, 0) c1, c2, c3, c4 := icr.Code, icr.NormalCode, icr.UberCode, icr.UltraCode for uCode := range d2datadict.UniqueItems { uRec := d2datadict.UniqueItems[uCode] switch uCode { case c1, c2, c3, c4: result = append(result, uRec) } } return result } // find possible SetItemRecords that the given ItemCommonRecord can have func findMatchingSetItemRecords(icr *d2datadict.ItemCommonRecord) []*d2datadict.SetItemRecord { result := make([]*d2datadict.SetItemRecord, 0) c1, c2, c3, c4 := icr.Code, icr.NormalCode, icr.UberCode, icr.UltraCode for setItemIdx := range d2datadict.SetItems { switch d2datadict.SetItems[setItemIdx].ItemCode { case c1, c2, c3, c4: result = append(result, d2datadict.SetItems[setItemIdx]) } } return result } // for a given ItemCommonRecord, find all possible affixes that can spawn func findMatchingAffixes( icr *d2datadict.ItemCommonRecord, fromAffixes map[string]*d2datadict.ItemAffixCommonRecord, ) []*d2datadict.ItemAffixCommonRecord { result := make([]*d2datadict.ItemAffixCommonRecord, 0) equivItemTypes := d2datadict.FindEquivalentTypesByItemCommonRecord(icr) for prefixIdx := range fromAffixes { include, exclude := false, false affix := fromAffixes[prefixIdx] for itemTypeIdx := range equivItemTypes { itemType := equivItemTypes[itemTypeIdx] for _, excludedType := range affix.ItemExclude { if itemType == excludedType { exclude = true break } } if exclude { break } for _, includedType := range affix.ItemInclude { if itemType == includedType { include = true break } } if !include { continue } if icr.Level < affix.Level { continue } result = append(result, affix) } } return result }