1
1
mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-19 10:56:07 -05:00
OpenDiablo2/d2core/d2item/diablo2item/diablo2item.go
lord 78ecc3557e
simple item spawning in map (#651)
* wip d2items system and item properties

* added loader for TreasureClassEx.txt

* wip item spawn from treasure class records

* wip items

* add call to init item equivalencies, remove treasure class test from d2app

* made item affix records global var a map of affix codes to the records

* changed how item to item common record equivalency is determined

* changed set items records export to a map of their codes to the records, grouped property params into a struct

* changed property parameter field from calcstring to string

* fixed bug in stat value clone

* adding equipper interface as part of stat context, eventually to be used to resolve set bonus (among other things)

* made the item interface simpler, only needs name and description methods

* adding equipper interface, for anything that will equip or have active items

* handle case where min and max are swapped, removed commented code

* added property/stat resolution for magic, rare, set, and unique items

* adding item generator which can roll for items using treasure class records

* fixed item equivalency func being called in the wrong spot

* added item spawning

- added packet type for spawning items
- added client/server handlers for SpawnItem packets
- added map entity for items
- added simpler item provider function in diablo2item package
- added debug terminal command for spawning items
2020-07-30 15:04:05 -04:00

95 lines
1.7 KiB
Go

package diablo2item
import "github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
func NewItem(codes ...string) *Item {
var item *Item
var common, set, unique string
var prefixes, suffixes []string
for _, code := range codes {
if found := d2datadict.CommonItems[code]; found != nil {
common = code
continue
}
if found := d2datadict.SetItems[code]; found != nil {
set = code
continue
}
if found := d2datadict.UniqueItems[code]; found != nil {
unique = code
continue
}
if found := d2datadict.MagicPrefix[code]; found != nil {
if prefixes == nil {
prefixes = make([]string, 0)
}
prefixes = append(prefixes, code)
continue
}
if found := d2datadict.MagicSuffix[code]; found != nil {
if suffixes == nil {
suffixes = make([]string, 0)
}
suffixes = append(suffixes, code)
continue
}
}
if common != "" { // we will at least have a regular item
item = &Item{CommonCode: common}
if set != "" { // it's a set item
item.SetItemCode = set
return item.init()
}
if unique != "" { // it's a unique item
item.UniqueCode = unique
return item.init()
}
if prefixes != nil {
if len(prefixes) > 0 { // it's a magic or rare item
item.PrefixCodes = prefixes
}
}
if suffixes != nil {
if len(suffixes) > 0 { // it's a magic or rare item
item.SuffixCodes = suffixes
}
}
return item.init()
}
return nil
}
// NewProperty creates a property
func NewProperty(code string, values ...int) *Property {
record := d2datadict.Properties[code]
if record == nil {
return nil
}
result := &Property{
record: record,
inputParams: values,
}
return result.init()
}