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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-18 02:16:23 -05:00
OpenDiablo2/d2core/d2item/diablo2item/item.go

900 lines
23 KiB
Go

package diablo2item
import (
"fmt"
"math/rand"
"sort"
"strconv"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2item"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2stats"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
// 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
)
const (
maxAffixesOnMagicItem = 2
sidesOnACoin = 2 // for random coin flip
)
// static check to ensure Item implements Item
var _ d2item.Item = &Item{}
// Item is a representation of a diablo2 item
// nolint:structcheck,unused // WIP
type Item struct {
factory *ItemFactory
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
GridX int
GridY int
sockets []*d2item.Item // there will be checks for handling the craziness this might entail
}
// nolint:structcheck,unused // WIP
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
identitified bool
crafted bool
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 // nolint:structcheck,unused // WIP
}
// Label returns the item name
func (i *Item) Label() string {
str := i.name
if !i.attributes.identitified {
str = i.factory.asset.TranslateString(i.CommonRecord().NameString)
}
if i.attributes.crafted {
return d2ui.ColorTokenize(str, d2ui.ColorTokenCraftedItem)
}
if i.SetItemRecord() != nil {
return d2ui.ColorTokenize(str, d2ui.ColorTokenSetItem)
}
if i.UniqueRecord() != nil {
return d2ui.ColorTokenize(str, d2ui.ColorTokenUniqueItem)
}
numAffixes := len(i.PrefixRecords()) + len(i.SuffixRecords())
if numAffixes > 0 && numAffixes <= maxAffixesOnMagicItem {
return d2ui.ColorTokenize(str, d2ui.ColorTokenMagicItem)
}
if numAffixes > maxAffixesOnMagicItem {
return d2ui.ColorTokenize(str, d2ui.ColorTokenRareItem)
}
if i.sockets != nil {
if len(i.sockets) > 0 {
return d2ui.ColorTokenize(str, d2ui.ColorTokenSocketedItem)
}
}
return d2ui.ColorTokenize(str, d2ui.ColorTokenNormalItem)
}
// 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() *d2records.ItemTypeRecord {
return i.factory.asset.Records.Item.Types[i.TypeCode]
}
// CommonRecord returns the ItemCommonRecord of the item
func (i *Item) CommonRecord() *d2records.ItemCommonRecord {
return i.factory.asset.Records.Item.All[i.CommonCode]
}
// UniqueRecord returns the UniqueItemRecord of the item
func (i *Item) UniqueRecord() *d2records.UniqueItemRecord {
return i.factory.asset.Records.Item.Unique[i.UniqueCode]
}
// SetRecord returns the SetRecord of the item
func (i *Item) SetRecord() *d2records.SetRecord {
return i.factory.asset.Records.Item.Sets[i.SetCode]
}
// SetItemRecord returns the SetRecord of the item
func (i *Item) SetItemRecord() *d2records.SetItemRecord {
return i.factory.asset.Records.Item.SetItems[i.SetItemCode]
}
// PrefixRecords returns the ItemAffixCommonRecords of the prefixes of the item
func (i *Item) PrefixRecords() []*d2records.ItemAffixCommonRecord {
return affixRecords(i.PrefixCodes, i.factory.asset.Records.Item.Magic.Prefix)
}
// SuffixRecords returns the ItemAffixCommonRecords of the prefixes of the item
func (i *Item) SuffixRecords() []*d2records.ItemAffixCommonRecord {
return affixRecords(i.SuffixCodes, i.factory.asset.Records.Item.Magic.Suffix)
}
func affixRecords(
fromCodes []string,
affixes map[string]*d2records.ItemAffixCommonRecord,
) []*d2records.ItemAffixCommonRecord {
if len(fromCodes) < 1 {
return nil
}
result := make([]*d2records.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 := i.findMatchingUniqueRecords(i.CommonRecord())
if len(matches) > 0 {
match := matches[i.rand.Intn(len(matches))]
i.UniqueCode = match.Code
}
}
func (i *Item) pickSetRecords() {
if matches := i.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
}
prefixes := i.factory.asset.Records.Item.Magic.Prefix
suffixes := i.factory.asset.Records.Item.Magic.Prefix
i.PrefixCodes = i.pickRandomAffixes(numPrefixes, totalAffixes, prefixes)
i.SuffixCodes = i.pickRandomAffixes(numSuffixes, totalAffixes, suffixes)
}
func (i *Item) pickRandomAffixes(max, totalMax int,
affixMap map[string]*d2records.ItemAffixCommonRecord) []string {
pickedCodes := make([]string, 0)
for numPicks := 0; numPicks < max; numPicks++ {
matches := i.factory.FindMatchingAffixes(i.CommonRecord(), affixMap)
// flip a coin for whether to get an affix on this pick
if coinToss := i.rand.Intn(sidesOnACoin) > 0; coinToss {
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))]
pickedCodes = append(pickedCodes, picked.Name)
}
}
}
return pickedCodes
}
// SetSeed sets the item generator seed
func (i *Item) SetSeed(seed int64) {
if i.rand == nil {
// nolint:gosec // not concerned with crypto-strong randomness
i.rand = rand.New(rand.NewSource(seed))
}
i.Seed = seed
}
func (i *Item) init() *Item {
if i.rand == nil {
i.SetSeed(0)
}
i.generateAllProperties()
i.updateItemAttributes()
return i
}
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, PropertyPoolSuffix:
if generated := i.generateAffixProperties(pool); 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: // https://github.com/OpenDiablo2/OpenDiablo2/issues/817
}
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 maxDef < minDef {
minDef, maxDef = maxDef, minDef
}
if minDef > 1 && maxDef > 1 {
def = i.rand.Intn(maxDef-minDef+1) + minDef
}
i.attributes.defense = def
}
func (i *Item) generateAffixProperties(pool PropertyPool) []*Property {
var affixRecords []*d2records.ItemAffixCommonRecord
switch pool {
case PropertyPoolPrefix:
affixRecords = i.PrefixRecords()
case PropertyPoolSuffix:
affixRecords = i.SuffixRecords()
default:
return nil
}
if affixRecords == nil || len(affixRecords) < 1 {
return nil
}
result := make([]*Property, 0)
// for each prefix
for recIdx := range affixRecords {
affix := affixRecords[recIdx]
// for each modifier
for modIdx := range affix.Modifiers {
mod := affix.Modifiers[modIdx]
paramInt, err := strconv.Atoi(mod.Parameter)
if err != nil {
paramInt = 0
}
prop := i.factory.NewProperty(mod.Code, paramInt, mod.Min, mod.Max)
if prop == nil {
continue
}
result = append(result, prop)
}
}
return result
}
func (i *Item) generateUniqueProperties() []*Property {
if record := i.UniqueRecord(); record != nil {
return i.generateItemProperties(record.Properties[:])
}
return nil
}
func (i *Item) generateSetItemProperties() []*Property {
if record := i.SetItemRecord(); record != nil {
return i.generateItemProperties(record.Properties[:])
}
return nil
}
func (i *Item) generateItemProperties(properties []*d2records.PropertyDescriptor) []*Property {
result := make([]*Property, 0)
for propIdx := range properties {
setProp := 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 i.factory.asset.Records.Skill.Details {
if i.factory.asset.Records.Skill.Details[skillID].Skill == paramStr {
paramInt = skillID
}
}
}
prop := i.factory.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 = i.factory.asset.TranslateString(i.SetItemRecord().SetItemKey)
return
}
if i.UniqueRecord() != nil {
i.name = i.factory.asset.TranslateString(i.UniqueRecord().Name)
return
}
name := i.factory.asset.TranslateString(i.CommonRecord().NameString)
numAffixes := 0
if prefixes := i.PrefixRecords(); prefixes != nil {
numAffixes += len(prefixes)
}
if suffixes := i.SuffixRecords(); suffixes != nil {
numAffixes += len(suffixes)
}
// if it has 1 to 2 affixes, it's a magic item, and we just put the current item
// name between the prefix and suffix strings
if numAffixes > 0 && numAffixes < 3 {
if len(i.PrefixRecords()) > 0 {
affix := i.PrefixRecords()[i.rand.Intn(len(i.PrefixRecords()))]
name = fmt.Sprintf("%s %s", affix.Name, name)
}
if len(i.SuffixRecords()) > 0 {
affix := i.SuffixRecords()[i.rand.Intn(len(i.SuffixRecords()))]
name = fmt.Sprintf("%s %s", name, affix.Name)
}
}
// if it has more than 2 affixes, it's a rare item
// rare items use entries from rareprefix.txt and raresuffix.txt to make their names,
// and the prefix and suffix actually go before thec current item name
if numAffixes > maxAffixesOnMagicItem {
i.rand.Seed(i.Seed)
prefixes := i.factory.asset.Records.Item.Rare.Prefix
suffixes := i.factory.asset.Records.Item.Rare.Suffix
numPrefix := len(prefixes)
numSuffix := len(suffixes)
preIdx, sufIdx := i.rand.Intn(numPrefix), i.rand.Intn(numSuffix)
prefix := prefixes[preIdx].Name
suffix := suffixes[sufIdx].Name
name = fmt.Sprintf("%s %s\n%s", strings.Title(prefix), strings.Title(suffix), 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 = i.factory.stat.NewStatList(stats...).ReduceStats().Stats()
}
sort.Slice(stats, func(i, j int) bool { return stats[i].Priority() > stats[j].Priority() })
for statIdx := range stats {
statStr := stats[statIdx].String()
if statStr != "" {
result = append(result, statStr)
}
}
return result
}
func (i *Item) findMatchingUniqueRecords(icr *d2records.ItemCommonRecord) []*d2records.UniqueItemRecord {
result := make([]*d2records.UniqueItemRecord, 0)
c1, c2, c3, c4 := icr.Code, icr.NormalCode, icr.UberCode, icr.UltraCode
for uCode := range i.factory.asset.Records.Item.Unique {
uRec := i.factory.asset.Records.Item.Unique[uCode]
switch uCode {
case c1, c2, c3, c4:
result = append(result, uRec)
}
}
return result
}
// find possible SetItemRecords that the given ItemCommonRecord can have
func (i *Item) findMatchingSetItemRecords(icr *d2records.ItemCommonRecord) []*d2records.SetItemRecord {
result := make([]*d2records.SetItemRecord, 0)
c1, c2, c3, c4 := icr.Code, icr.NormalCode, icr.UberCode, icr.UltraCode
for setItemIdx := range i.factory.asset.Records.Item.SetItems {
switch i.factory.asset.Records.Item.SetItems[setItemIdx].ItemCode {
case c1, c2, c3, c4:
result = append(result, i.factory.asset.Records.Item.SetItems[setItemIdx])
}
}
return result
}
// these functions are to satisfy the inventory grid item interface
// GetInventoryItemName returns the item name
func (i *Item) GetInventoryItemName() string {
return i.Label()
}
// GetInventoryItemType returns whether the item is a weapon, armor, or misc item
func (i *Item) GetInventoryItemType() d2enum.InventoryItemType {
typeCode := i.TypeRecord().Code
armorEquiv := i.factory.asset.Records.Item.Equivalency["armo"]
weaponEquiv := i.factory.asset.Records.Item.Equivalency["weap"]
for idx := range armorEquiv {
if armorEquiv[idx].Code == typeCode {
return d2enum.InventoryItemTypeArmor
}
}
for idx := range weaponEquiv {
if weaponEquiv[idx].Code == typeCode {
return d2enum.InventoryItemTypeWeapon
}
}
return d2enum.InventoryItemTypeItem
}
// InventoryGridSize returns the size of the item in grid units
func (i *Item) InventoryGridSize() (width, height int) {
r := i.CommonRecord()
return r.InventoryWidth, r.InventoryHeight
}
// GetItemCode returns the item code
func (i *Item) GetItemCode() string {
return i.CommonRecord().Code
}
// Serialize the item to a byte slize
func (i *Item) Serialize() []byte {
panic("item serialization not yet implemented")
}
// InventoryGridSlot returns the inventory grid slot x and y
func (i *Item) InventoryGridSlot() (x, y int) {
return i.GridX, i.GridY
}
// SetInventoryGridSlot sets the inventory grid slot x and y
func (i *Item) SetInventoryGridSlot(x, y int) {
i.GridX, i.GridY = x, y
}
// GetInventoryGridSize returns the inventory grid size in grid units
func (i *Item) GetInventoryGridSize() (x, y int) {
return i.GridX, i.GridY
}
// Identify sets the identified attribute of the item
func (i *Item) Identify() *Item {
i.attributes.identitified = true
return i
}
// string table keys
// nolint:deadcode,unused,varcheck // WIP
const (
reqNotMet = "ItemStats1a" // "Requirements not met",
unidentified = "ItemStats1b" // "Unidentified",
charges = "ItemStats1c" // "Charges:",
durability = "ItemStats1d" // "Durability:",
reqStrength = "ItemStats1e" // "Required Strength:",
reqDexterity = "ItemStats1f" // "Required Dexterity:",
damage = "ItemStats1g" // "Damage:",
defense = "ItemStats1h" // "Defense:",
quantity = "ItemStats1i" // "Quantity:",
of = "ItemStats1j" // "of",
to = "to" // "to"
damage1h = "ItemStats1l" // "One-Hand Damage:",
damage2h = "ItemStats1m" // "Two-Hand Damage:",
damageThrow = "ItemStats1n" // "Throw Damage:",
damageSmite = "ItemStats1o" // "Smite Damage:",
reqLevel = "ItemStats1p" // "Required Level:",
)
// GetItemDescription gets the complete item description as a slice of strings.
// This is what is used in the item's hover-tooltip
func (i *Item) GetItemDescription() []string {
lines := make([]string, 0)
common := i.CommonRecord()
lines = append(lines, i.Label())
str := ""
if common.MinAC > 0 {
min, max := common.MinAC, common.MaxAC
str = fmt.Sprintf("%s %v %s %v", i.factory.asset.TranslateString(defense), min,
i.factory.asset.TranslateString(to), max)
str = d2ui.ColorTokenize(str, d2ui.ColorTokenWhite)
lines = append(lines, str)
}
if common.MinDamage > 0 {
min, max := common.MinDamage, common.MaxDamage
str = fmt.Sprintf("%s %v %s %v", i.factory.asset.TranslateString(damage1h), min,
i.factory.asset.TranslateString(to), max)
str = d2ui.ColorTokenize(str, d2ui.ColorTokenWhite)
lines = append(lines, str)
}
if common.Min2HandDamage > 0 {
min, max := common.Min2HandDamage, common.Max2HandDamage
str = fmt.Sprintf("%s %v %s %v", i.factory.asset.TranslateString(damage2h), min,
i.factory.asset.TranslateString(to), max)
str = d2ui.ColorTokenize(str, d2ui.ColorTokenWhite)
lines = append(lines, str)
}
if common.MinMissileDamage > 0 {
min, max := common.MinMissileDamage, common.MaxMissileDamage
str = fmt.Sprintf("%s %v %s %v", i.factory.asset.TranslateString(damageThrow), min,
i.factory.asset.TranslateString(to), max)
str = d2ui.ColorTokenize(str, d2ui.ColorTokenWhite)
lines = append(lines, str)
}
if common.RequiredStrength > 1 {
str = fmt.Sprintf("%s %v", i.factory.asset.TranslateString(reqStrength),
common.RequiredStrength)
str = d2ui.ColorTokenize(str, d2ui.ColorTokenWhite)
lines = append(lines, str)
}
if common.RequiredDexterity > 1 {
str = fmt.Sprintf("%s %v", i.factory.asset.TranslateString(reqDexterity),
common.RequiredDexterity)
str = d2ui.ColorTokenize(str, d2ui.ColorTokenWhite)
lines = append(lines, str)
}
if common.RequiredLevel > 1 {
str = fmt.Sprintf("%s %v", i.factory.asset.TranslateString(reqLevel), common.RequiredLevel)
str = d2ui.ColorTokenize(str, d2ui.ColorTokenWhite)
lines = append(lines, str)
}
statStrings := i.GetStatStrings()
for _, statStr := range statStrings {
str = d2ui.ColorTokenize(statStr, d2ui.ColorTokenBlue)
lines = append(lines, str)
}
return lines
}