OpenDiablo2/d2core/d2item/diablo2item/item_factory.go

426 lines
9.5 KiB
Go

package diablo2item
import (
"errors"
"math/rand"
"regexp"
"strconv"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2stats/diablo2stats"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
)
const (
defaultSeed = 0
)
const (
DropModifierBaseProbability = 1024 // base DropModifier probability total
)
type DropModifier int
const (
DropModifierNone DropModifier = iota
DropModifierUnique
DropModifierSet
DropModifierRare
DropModifierMagic
)
const (
// DynamicItemLevelRange for treasure codes like `armo33`, this code is used to
// select all equivalent items (matching `armo` in this case) with item levels 33,34,35
DynamicItemLevelRange = 3
)
const (
goldItemCodeWithMult = "gld,mul="
goldItemCode = "gld"
)
func NewItemFactory(asset *d2asset.AssetManager) (*ItemFactory, error) {
itemFactory := &ItemFactory{
asset: asset,
Seed: 0,
}
itemFactory.SetSeed(defaultSeed)
statFactory, err := diablo2stats.NewStatFactory(asset)
if err != nil {
return nil, err
}
itemFactory.stat = statFactory
return itemFactory, nil
}
// ItemFactory is a diablo 2 implementation of an item generator
type ItemFactory struct {
asset *d2asset.AssetManager
stat *diablo2stats.StatFactory
rand *rand.Rand
source rand.Source
Seed int64
}
// SetSeed sets the item generator seed
func (f *ItemFactory) SetSeed(seed int64) {
if f.rand == nil || f.source == nil {
f.source = rand.NewSource(seed)
f.rand = rand.New(f.source)
}
f.Seed = seed
}
func (f *ItemFactory) NewItem(codes ...string) (*Item, error) {
var item *Item
var common, set, unique string
var prefixes, suffixes []string
for _, code := range codes {
if found := f.asset.Records.Item.All[code]; found != nil {
common = code
continue
}
if found := f.asset.Records.Item.SetItems[code]; found != nil {
set = code
continue
}
if found := f.asset.Records.Item.Unique[code]; found != nil {
unique = code
continue
}
if found := f.asset.Records.Item.Magic.Prefix[code]; found != nil {
if prefixes == nil {
prefixes = make([]string, 0)
}
prefixes = append(prefixes, code)
continue
}
if found := f.asset.Records.Item.Magic.Suffix[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(), nil
}
if unique != "" { // it's a unique item
item.UniqueCode = unique
return item.init(), nil
}
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
}
}
item.factory = f
return item.init(), nil
}
return nil, errors.New("cannot create item")
}
// NewProperty creates a property
func (f *ItemFactory) NewProperty(code string, values ...int) *Property {
record := f.asset.Records.Properties[code]
if record == nil {
return nil
}
result := &Property{
factory: f,
record: record,
inputParams: values,
}
return result.init()
}
func (f *ItemFactory) rollDropModifier(tcr *d2records.TreasureClassRecord) DropModifier {
modMap := map[int]DropModifier{
0: DropModifierNone,
1: DropModifierUnique,
2: DropModifierSet,
3: DropModifierRare,
4: DropModifierMagic,
}
dropModifiers := []int{
DropModifierBaseProbability,
tcr.FreqUnique,
tcr.FreqSet,
tcr.FreqRare,
tcr.FreqMagic,
}
for idx := range dropModifiers {
if idx == 0 {
continue
}
dropModifiers[idx] += dropModifiers[idx-1]
}
roll := f.rand.Intn(dropModifiers[len(dropModifiers)-1])
for idx := range dropModifiers {
if roll < dropModifiers[idx] {
return modMap[idx]
}
}
return DropModifierNone
}
func (f *ItemFactory) rollTreasurePick(tcr *d2records.TreasureClassRecord) *d2records.Treasure {
// treasure probabilities
tprob := make([]int, len(tcr.Treasures)+1)
total := tcr.FreqNoDrop
tprob[0] = total
for idx := range tcr.Treasures {
total += tcr.Treasures[idx].Probability
tprob[idx+1] = total
}
roll := f.rand.Intn(total)
for idx := range tprob {
if roll < tprob[idx] {
if idx == 0 {
break
}
return tcr.Treasures[idx-1]
}
}
return nil
}
// ItemsFromTreasureClass rolls for and creates items using a treasure class record
func (f *ItemFactory) ItemsFromTreasureClass(tcr *d2records.TreasureClassRecord) []*Item {
result := make([]*Item, 0)
treasurePicks := make([]*d2records.Treasure, 0)
// if tcr.NumPicks is negative, each item probability is instead a count for how many
// of that treasure to drop
if tcr.NumPicks < 0 {
picksLeft := tcr.NumPicks
// for each of the treasures, we pick it N times, where N is the count for the item
// we do this until we run out of picks
for idx := range tcr.Treasures {
howMany := tcr.Treasures[idx].Probability
for count := 0; count < howMany && picksLeft < 0; count++ {
treasurePicks = append(treasurePicks, tcr.Treasures[idx])
picksLeft++
}
}
} else {
// for N picks, we roll for a treasure and append to our treasures if it isn't a NoDrop
for picksLeft := tcr.NumPicks; picksLeft > 0; picksLeft-- {
rolledTreasure := f.rollTreasurePick(tcr)
if rolledTreasure == nil {
continue
}
treasurePicks = append(treasurePicks, rolledTreasure)
}
}
// for each of our picked/rolled treasures, we will attempt to generate an item.
// The treasure may actually be a reference to another treasure class, in which
// case we will roll that treasure class, eventually getting a slice of items
for idx := range treasurePicks {
picked := treasurePicks[idx]
if record, found := f.asset.Records.Item.TreasureClass[picked.Code]; found {
// the code is for a treasure class, we roll again using that TC
itemSlice := f.ItemsFromTreasureClass(record)
for itemIdx := range itemSlice {
itemSlice[itemIdx].applyDropModifier(f.rollDropModifier(tcr))
itemSlice[itemIdx].init()
result = append(result, itemSlice[itemIdx])
}
} else {
// the code is not for a treasure class, but for an item
item := f.ItemFromTreasure(picked)
if item != nil {
item.applyDropModifier(f.rollDropModifier(tcr))
item.init()
result = append(result, item)
}
}
}
return result
}
// ItemFromTreasure rolls for a f.rand.m item using the Treasure struct (from d2datadict)
func (f *ItemFactory) ItemFromTreasure(treasure *d2records.Treasure) *Item {
result := &Item{
rand: rand.New(rand.NewSource(f.Seed)),
}
// in this case, the treasure code is a code used by an ItemCommonRecord
commonRecord := f.asset.Records.Item.All[treasure.Code]
if commonRecord != nil {
result.CommonCode = commonRecord.Code
return result
}
// next, we check if the treasure code is a generic type like `armo`
equivList := f.asset.Records.Item.Equivalency[treasure.Code]
if equivList != nil {
result.CommonCode = equivList[f.rand.Intn(len(equivList))].Code
return result
}
// in this case, the treasure code is something like `armo23` and needs to
// be resolved to ItemCommonRecords for armors with levels 23,24,25
matches := f.resolveDynamicTreasureCode(treasure.Code)
if matches != nil {
numItems := len(matches)
if numItems < 1 {
return nil
}
result.CommonCode = matches[f.rand.Intn(numItems)].Code
return result
}
return nil
}
// FindMatchingAffixes for a given ItemCommonRecord, find all possible affixes that can spawn
func (f *ItemFactory) FindMatchingAffixes(
icr *d2records.ItemCommonRecord,
fromAffixes map[string]*d2records.ItemAffixCommonRecord,
) []*d2records.ItemAffixCommonRecord {
result := make([]*d2records.ItemAffixCommonRecord, 0)
equivItemTypes := f.asset.Records.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
}
func (f *ItemFactory) resolveDynamicTreasureCode(code string) []*d2records.ItemCommonRecord {
numericComponent := getNumericComponent(code)
stringComponent := getStringComponent(code)
if stringComponent == goldItemCodeWithMult {
// todo need to do something with the numeric component (the gold multiplier)
stringComponent = goldItemCode
}
result := make([]*d2records.ItemCommonRecord, 0)
equivList := f.asset.Records.Item.Equivalency[stringComponent]
for idx := range equivList {
record := equivList[idx]
minLevel := numericComponent
maxLevel := minLevel + DynamicItemLevelRange
if record.Level >= minLevel && record.Level < maxLevel {
result = append(result, record)
}
}
return result
}
func getStringComponent(code string) string {
re := regexp.MustCompile(`\d+`)
return string(re.ReplaceAll([]byte(code), []byte("")))
}
func getNumericComponent(code string) int {
result := 0
re := regexp.MustCompile(`\D`)
numStr := string(re.ReplaceAll([]byte(code), []byte("")))
if number, err := strconv.ParseInt(numStr, 10, 32); err == nil {
result = int(number)
}
return result
}