mirror of
https://github.com/OpenDiablo2/OpenDiablo2
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fe0fa6f14d
* Added automap.go stub * Handle errors in original AutoMap.txt file * Completed AutoMapRecord struct and comments * AutoMap loader implemented * Update from base repo * Added cubemain.go stub * Input and requirement fields * Removed CubeRecipeRequirement added CubeRecipeResult * Comments and some name changes * Implemented cubemain.go * Corrected log line
306 lines
8.7 KiB
Go
306 lines
8.7 KiB
Go
package d2datadict
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import (
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"log"
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"strconv"
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"strings"
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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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// CubeRecipeRecord represents one row from CubeMain.txt.
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// It is one possible recipe for the Horadric Cube, with
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// requirements and output items.
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// See: https://d2mods.info/forum/kb/viewarticle?a=284
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type CubeRecipeRecord struct {
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// Description has no function, it just describes the
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// recipe.
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Description string
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// Enabled is true if the recipe is active in game.
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Enabled bool
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// Ladder is true if the recipe is only allowed in
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// ladder on realms. Also works for single player
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// TCP/IP.
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Ladder bool
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// MinDiff sets the minimum difficulty level required
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// to use this recipe.
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MinDiff int // 0, 1, 2 = normal, nightmare, hell
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// Version specifies whether the recipe is old
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// classic, new classic or expansion.
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Version int // 0, 1, 100 = old cl, new cl, expansion
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// The following three 'Req' values form a comparison:
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// if <ReqStatID> <ReqOperation> <ReqValue> then recipe
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// is allowed.
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//
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// ReqStatID is an ID value from the ItemStatsCost
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// data set specifying the stat to compare. Whether
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// this references a player or item stat depends on
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// the Operator.
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ReqStatID int
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// ReqOperation is a number describing the
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// comparison operator and the action to take if
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// it evaluates to true. See Appendix A in the
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// linked article and note that 1, 2, 27 and 28
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// are unusual.
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ReqOperation int // 1 - 28
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// ReqValue is the number the stat is compared against.
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ReqValue int
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// Class Can be used to make recipes class
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// specific. Example class codes given are:
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// ama bar pal nec sor dru ass
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//
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// Since this field isn't used in the game data,
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// classFieldToEnum has been implemented based on that
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// example. It understands the following syntax,
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// which may be incorrect:
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// "ama,bar,dru"
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Class []d2enum.Hero
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// NumInputs is the total count of input items
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// required, including counts in item stacks.
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NumInputs int
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// Inputs is the actual recipe, a collection of
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// items/stacks with parameters required to
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// obtain the items defined in Outputs.
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Inputs []CubeRecipeItem
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// Outputs are the items created when the recipe
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// is used.
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Outputs []CubeRecipeResult
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}
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// CubeRecipeResult is an item generated on use of a
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// cube recipe.
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type CubeRecipeResult struct {
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// Item is the item, with a count and parameters.
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Item CubeRecipeItem
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// Level causes the item to be a specific level.
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//
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// Note that this value force spawns the item at
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// this specific level. Its also used in the
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// formula for the next two fields.
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Level int // the item level of Item
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// PLevel uses a portion of the players level for
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// the output level.
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PLevel int
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// ILevel uses a portion of the first input's
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// level for the output level.
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ILevel int
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// Properties is a list of properties which may
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// be attached to Item.
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Properties []CubeRecipeItemProperty
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}
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// CubeRecipeItem represents an item, with a stack count
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// and parameters. Here it is used to describe the
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// required ingredients of the recipe and the output
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// result. See:
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// https://d2mods.info/forum/kb/viewarticle?a=284
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type CubeRecipeItem struct {
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Code string // item code e.g. 'weap'
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Params []string // list of parameters e.g. 'sock'
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Count int // required stack count
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}
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// CubeRecipeItemProperty represents the mod #,
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// mod # chance, mod # param, mod # min, mod # max
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// fields in cubemain.go
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type CubeRecipeItemProperty struct {
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Code string // the code field from properties.txt
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// Note: I can't find any example value for this
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// so I've made it an int for now
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Chance int // the chance to apply the property
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// Note: The few examples in cubemain.go are integers,
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// however d2datadict.UniqueItemProperty is a similar
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// struct which handles a similar field that may be a
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// string or an integer.
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//
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// See: https://d2mods.info/forum/kb/viewarticle?a=345
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//"the parameter passed on to the associated property, this is used to pass skill IDs,
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// state IDs, monster IDs, montype IDs and the like on to the properties that require
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// them, these fields support calculations."
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Param int // for properties that use parameters
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Min int // the minimum value of the property stat
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Max int // the maximum value of the property stat
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}
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// CubeRecipes contains all rows in CubeMain.txt.
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var CubeRecipes []*CubeRecipeRecord
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// There are repeated fields and sections in this file, some
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// of which have inconsistent naming conventions. These slices
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// are a simple way to handle them.
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var outputFields = []string{"output", "output b", "output c"}
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var outputLabels = []string{"", "b ", "c "}
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var propLabels = []string{"mod 1", "mod 2", "mod 3", "mod 4", "mod 5"}
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var inputFields = []string{"input 1", "input 2", "input 3", "input 4", "input 5", "input 6", "input 7"}
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// LoadCubeRecipes populates CubeRecipes with
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// the data from CubeMain.txt.
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func LoadCubeRecipes(file []byte) {
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// Load data
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d := d2common.LoadDataDictionary(string(file))
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// Create records
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CubeRecipes = make([]*CubeRecipeRecord, len(d.Data))
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for idx := range d.Data {
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CubeRecipes[idx] = &CubeRecipeRecord{
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Description: d.GetString("description", idx),
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Enabled: d.GetNumber("enabled", idx) == 1,
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Ladder: d.GetNumber("ladder", idx) == 1,
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MinDiff: d.GetNumber("min diff", idx),
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Version: d.GetNumber("version", idx),
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ReqStatID: d.GetNumber("param", idx),
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ReqOperation: d.GetNumber("op", idx),
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ReqValue: d.GetNumber("value", idx),
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Class: classFieldToEnum(d.GetString("class", idx)),
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NumInputs: d.GetNumber("numinputs", idx),
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}
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// Create inputs - input 1-7
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CubeRecipes[idx].Inputs = make([]CubeRecipeItem, 7)
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for i := range inputFields {
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CubeRecipes[idx].Inputs[i] = newCubeRecipeItem(
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d.GetString(inputFields[i], idx))
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}
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// Create outputs - output "", b, c
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CubeRecipes[idx].Outputs = make([]CubeRecipeResult, 3)
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for o, outLabel := range outputLabels {
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CubeRecipes[idx].Outputs[o] = CubeRecipeResult{
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Item: newCubeRecipeItem(
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d.GetString(outputFields[o], idx)),
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Level: d.GetNumber(outLabel+"lvl", idx),
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ILevel: d.GetNumber(outLabel+"plvl", idx),
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PLevel: d.GetNumber(outLabel+"ilvl", idx),
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}
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// Create properties - mod 1-5
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properties := make([]CubeRecipeItemProperty, 5)
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for p, prop := range propLabels {
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properties[p] = CubeRecipeItemProperty{
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Code: d.GetString(outLabel+prop, idx),
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Chance: d.GetNumber(outLabel+prop+" chance", idx),
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Param: d.GetNumber(outLabel+prop+" param", idx),
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Min: d.GetNumber(outLabel+prop+" min", idx),
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Max: d.GetNumber(outLabel+prop+" max", idx),
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}
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}
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CubeRecipes[idx].Outputs[o].Properties = properties
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}
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}
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log.Printf("Loaded %d CubeMainRecord records", len(CubeRecipes))
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}
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// newCubeRecipeItem constructs a CubeRecipeItem from a string of
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// arguments. arguments include at least an item and sometimes
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// parameters and/or a count (qty parameter). For example:
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// "weap,sock,mag,qty=10"
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func newCubeRecipeItem(f string) CubeRecipeItem {
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args := splitFieldValue(f)
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item := CubeRecipeItem{
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Code: args[0], // the first argument is always the item count
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Count: 1, // default to a count of 1 (no qty parameter)
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}
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// Ignore the first argument
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args = args[1:]
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// Find the qty parameter if it was provided,
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// convert to int and assign to item.Count
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for idx, arg := range args {
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if strings.HasPrefix(arg, "qty") {
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count, err := strconv.Atoi(strings.Split(arg, "=")[1])
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if err != nil {
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log.Fatal("Error parsing item count:", err)
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}
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item.Count = count
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// Remove the qty parameter
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if idx != len(args)-1 {
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args[idx] = args[len(args)-1]
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}
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args = args[:len(args)-1]
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break
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}
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}
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// No other arguments were provided
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if len(args) == 0 {
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return item
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}
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// Record the argument strings
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item.Params = make([]string, len(args))
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for idx, arg := range args {
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item.Params[idx] = arg
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}
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return item
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}
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// classFieldToEnum converts class tokens to s2enum.Hero.
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func classFieldToEnum(f string) []d2enum.Hero {
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split := splitFieldValue(f)
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enums := make([]d2enum.Hero, len(split))
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for idx, class := range split {
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if class == "" {
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continue
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}
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switch class {
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case "bar":
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enums[idx] = d2enum.HeroBarbarian
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case "nec":
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enums[idx] = d2enum.HeroNecromancer
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case "pal":
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enums[idx] = d2enum.HeroPaladin
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case "ass":
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enums[idx] = d2enum.HeroAssassin
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case "sor":
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enums[idx] = d2enum.HeroSorceress
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case "ama":
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enums[idx] = d2enum.HeroAmazon
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case "dru":
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enums[idx] = d2enum.HeroDruid
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default:
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log.Fatalf("Unknown hero token: '%s'", class)
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}
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}
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return enums
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}
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// splitFieldValue splits a string array from the following format:
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// "one,two,three"
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func splitFieldValue(s string) []string {
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return strings.Split(strings.Trim(s, "\""), ",")
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}
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