mirror of
https://github.com/OpenDiablo2/OpenDiablo2
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04c7ff543a
* Read excel files with csv.Reader * Read LvlWarp from txt file * Fix lint issues in d2datadict * changed ID back to Id
202 lines
6.2 KiB
Go
202 lines
6.2 KiB
Go
package d2datadict
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import (
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"log"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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)
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// CharStatsRecord is a struct that represents a single row from charstats.txt
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type CharStatsRecord struct {
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Class d2enum.Hero
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// the initial stats at character level 1
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InitStr int // initial strength
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InitDex int // initial dexterity
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InitVit int // initial vitality
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InitEne int // initial energy
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InitStamina int // initial stamina
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ManaRegen int // number of seconds to regen mana completely
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ToHitFactor int // added to basic AR of character class
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VelocityWalk int // velocity of the character while walking
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VelocityRun int // velocity of the character while running
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StaminaRunDrain int // rate of stamina loss, lower is longer drain time
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// NOTE: Each point of Life/Mana/Stamina is divided by 256 for precision.
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// value is in fourths, lowest possible is 64/256
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LifePerLevel int // amount of life per character level
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ManaPerLevel int // amount of mana per character level
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StaminaPerLevel int // amount of stamina per character level
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LifePerVit int // life per point of vitality
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ManaPerEne int // mana per point of energy
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StaminaPerVit int // stamina per point of vitality
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StatPerLevel int // amount of stat points per level
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BlockFactor int // added to base shield block% in armor.txt (display & calc)
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// appears on starting weapon
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StartSkillBonus string // a key that points to a property
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// The skills the character class starts with (always available)
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BaseSkill [10]string // the base skill keys of the character, always available
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// string for bonus to class skills (ex: +1 to all Amazon skills).
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SkillStrAll string // string for bonus to all skills
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SkillStrTab [3]string // string for bonus per skill tabs
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SkillStrClassOnly string // string for class-exclusive skills
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BaseWeaponClass d2enum.WeaponClass // controls animation when unarmed
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StartItem [10]string // tokens for the starting items
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StartItemLocation [10]string // locations of the starting items
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StartItemCount [10]int // amount of the starting items
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}
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// CharStats holds all of the CharStatsRecords
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//nolint:gochecknoglobals // Currently global by design, only written once
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var CharStats map[d2enum.Hero]*CharStatsRecord
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var charStringMap map[string]d2enum.Hero //nolint:gochecknoglobals // Currently global by design
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var weaponTokenMap map[string]d2enum.WeaponClass //nolint:gochecknoglobals // Currently global by design
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// LoadCharStats loads charstats.txt file contents into map[d2enum.Hero]*CharStatsRecord
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//nolint:funlen // Makes no sense to split
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// LoadCharStats loads charstats.txt file contents into map[d2enum.Hero]*CharStatsRecord
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func LoadCharStats(file []byte) {
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CharStats = make(map[d2enum.Hero]*CharStatsRecord)
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charStringMap = map[string]d2enum.Hero{
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"Amazon": d2enum.HeroAmazon,
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"Barbarian": d2enum.HeroBarbarian,
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"Druid": d2enum.HeroDruid,
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"Assassin": d2enum.HeroAssassin,
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"Necromancer": d2enum.HeroNecromancer,
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"Paladin": d2enum.HeroPaladin,
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"Sorceress": d2enum.HeroSorceress,
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}
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weaponTokenMap = map[string]d2enum.WeaponClass{
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"": d2enum.WeaponClassNone,
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"hth": d2enum.WeaponClassHandToHand,
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"bow": d2enum.WeaponClassBow,
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"1hs": d2enum.WeaponClassOneHandSwing,
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"1ht": d2enum.WeaponClassOneHandThrust,
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"stf": d2enum.WeaponClassStaff,
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"2hs": d2enum.WeaponClassTwoHandSwing,
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"2ht": d2enum.WeaponClassTwoHandThrust,
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"xbw": d2enum.WeaponClassCrossbow,
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"1js": d2enum.WeaponClassLeftJabRightSwing,
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"1jt": d2enum.WeaponClassLeftJabRightThrust,
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"1ss": d2enum.WeaponClassLeftSwingRightSwing,
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"1st": d2enum.WeaponClassLeftSwingRightThrust,
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"ht1": d2enum.WeaponClassOneHandToHand,
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"ht2": d2enum.WeaponClassTwoHandToHand,
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}
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d := d2common.LoadDataDictionary(file)
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for d.Next() {
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record := &CharStatsRecord{
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Class: charStringMap[d.String("class")],
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InitStr: d.Number("str"),
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InitDex: d.Number("dex"),
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InitVit: d.Number("vit"),
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InitEne: d.Number("int"),
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InitStamina: d.Number("stamina"),
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ManaRegen: d.Number("ManaRegen"),
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ToHitFactor: d.Number("ToHitFactor"),
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VelocityWalk: d.Number("WalkVelocity"),
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VelocityRun: d.Number("RunVelocity"),
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StaminaRunDrain: d.Number("RunDrain"),
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LifePerLevel: d.Number("LifePerLevel"),
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ManaPerLevel: d.Number("ManaPerLevel"),
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StaminaPerLevel: d.Number("StaminaPerLevel"),
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LifePerVit: d.Number("LifePerVitality"),
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ManaPerEne: d.Number("ManaPerMagic"),
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StaminaPerVit: d.Number("StaminaPerVitality"),
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StatPerLevel: d.Number("StatPerLevel"),
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BlockFactor: d.Number("BlockFactor"),
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StartSkillBonus: d.String("StartSkill"),
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SkillStrAll: d.String("StrAllSkills"),
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SkillStrClassOnly: d.String("StrClassOnly"),
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BaseSkill: [10]string{
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d.String("Skill 1"),
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d.String("Skill 2"),
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d.String("Skill 3"),
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d.String("Skill 4"),
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d.String("Skill 5"),
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d.String("Skill 6"),
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d.String("Skill 7"),
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d.String("Skill 8"),
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d.String("Skill 9"),
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d.String("Skill 10"),
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},
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SkillStrTab: [3]string{
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d.String("StrSkillTab1"),
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d.String("StrSkillTab2"),
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d.String("StrSkillTab3"),
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},
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BaseWeaponClass: weaponTokenMap[d.String("baseWClass")],
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StartItem: [10]string{
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d.String("item1"),
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d.String("item2"),
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d.String("item3"),
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d.String("item4"),
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d.String("item5"),
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d.String("item6"),
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d.String("item7"),
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d.String("item8"),
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d.String("item9"),
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d.String("item10"),
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},
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StartItemLocation: [10]string{
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d.String("item1loc"),
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d.String("item2loc"),
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d.String("item3loc"),
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d.String("item4loc"),
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d.String("item5loc"),
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d.String("item6loc"),
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d.String("item7loc"),
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d.String("item8loc"),
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d.String("item9loc"),
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d.String("item10loc"),
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},
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StartItemCount: [10]int{
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d.Number("item1count"),
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d.Number("item2count"),
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d.Number("item3count"),
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d.Number("item4count"),
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d.Number("item5count"),
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d.Number("item6count"),
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d.Number("item7count"),
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d.Number("item8count"),
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d.Number("item9count"),
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d.Number("item10count"),
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},
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}
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CharStats[record.Class] = record
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}
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if d.Err != nil {
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panic(d.Err)
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}
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log.Printf("Loaded %d CharStats records", len(CharStats))
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}
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