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https://github.com/OpenDiablo2/OpenDiablo2
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fc87b2be7a
* Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons - removed loader calls from d2app - removed the HeroObjects singleton from `d2core/d2inventory` - added an InventoryItemFactory in d2inventory - package-level functions that use data records are now methods of the InventoryItemFactory - renamed ItemGenerator in d2item to ItemFactory - package-level functions that use records are now methods of ItemFactory - d2map.MapEntityFactory now has an item factory instance for creating items - fixed a bug in unique item record loader where it loaded an empty record - added a PlayerStateFactory for creating a player state (uses the asset manager) - updated the test inventory/equipment code in d2player to handle errors from the ItemFactory - character select and character creation screens have a player state and inventory item factory - updated item tests to use the item factory * minor edit * Removed d2datadict.Experience singleton added a HeroStatsFactory, much like the other factories. The factory gets an asset manager reference in order to use data records. * removed d2datadict.AutoMagic singleton * removed d2datadict.AutoMap singleton * removed d2datadict.BodyLocations singleton * removed d2datadict.Books singleton * Removed singletons for level records - removed loader calls in d2app - changed type references from d2datadict to d2records - added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine - package-level map generation functions are now MapGenerator methods - `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager * remove SkillCalc and MissileCalc singletons * Removed CharStats and ItemStatCost singletons - added an ItemStatFactory which uses the asset manager to create stats - package-level functions for stats in d2item are now StatFactory methods - changed type references from d2datadict to d2records - `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory` * Removed DkillDesc and Skills singletons from d2datadict - removed loader calls from d2app - diablo2stats.Stat instances are given a reference to the factory for doing record lookups * update the stats test to use mock a asset manager and stat factory * fixed diablo2stats tests and diablo2item tests * removed CompCodes singleton from d2datadict * remove cubemain singleton from d2datadict * removed DifficultyLevels singleton from d2datadict * removed ElemTypes singleton from d2datadict * removed events.go loader from d2datadict (was unused) * removed Gems singleton from d2datadict * removed Hireling and Inventory singletons from d2datadict * removed MagicPrefix and MagicSuffix singletons from d2datadict * removed ItemRatios singleton from d2datadict * removed Missiles singleton from d2datadict * removed MonModes singleton * Removed all monster and npc singletons from d2datadict - MapStamp instances now get a reference to their factory for doing record lookups * removed SoundEntry and SoundEnviron singletons from d2datadict
108 lines
3.2 KiB
Go
108 lines
3.2 KiB
Go
package d2inventory
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import (
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"log"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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)
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// NewInventoryItemFactory creates a new InventoryItemFactory and initializes it
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func NewInventoryItemFactory(asset *d2asset.AssetManager) (*InventoryItemFactory, error) {
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factory := &InventoryItemFactory{asset: asset}
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factory.loadHeroObjects()
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return factory, nil
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}
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// InventoryItemFactory is responsible for creating inventory items
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type InventoryItemFactory struct {
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asset *d2asset.AssetManager
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DefaultHeroItems HeroObjects
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}
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// LoadHeroObjects loads the equipment objects of the hero
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func (f *InventoryItemFactory) loadHeroObjects() {
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//Mode: d2enum.AnimationModePlayerNeutral.String(),
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//Base: "/data/global/chars",
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f.DefaultHeroItems = map[d2enum.Hero]CharacterEquipment{
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d2enum.HeroBarbarian: {
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RightHand: f.GetWeaponItemByCode("hax"),
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Shield: f.GetArmorItemByCode("buc"),
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},
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d2enum.HeroNecromancer: {
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RightHand: f.GetWeaponItemByCode("wnd"),
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},
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d2enum.HeroPaladin: {
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RightHand: f.GetWeaponItemByCode("ssd"),
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Shield: f.GetArmorItemByCode("buc"),
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},
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d2enum.HeroAssassin: {
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RightHand: f.GetWeaponItemByCode("ktr"),
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Shield: f.GetArmorItemByCode("buc"),
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},
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d2enum.HeroSorceress: {
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RightHand: f.GetWeaponItemByCode("sst"),
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LeftHand: f.GetWeaponItemByCode("sst"),
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},
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d2enum.HeroAmazon: {
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RightHand: f.GetWeaponItemByCode("jav"),
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Shield: f.GetArmorItemByCode("buc"),
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},
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d2enum.HeroDruid: {
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RightHand: f.GetWeaponItemByCode("clb"),
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Shield: f.GetArmorItemByCode("buc"),
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},
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}
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}
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// GetArmorItemByCode returns the armor item for the given code
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func (f *InventoryItemFactory) GetArmorItemByCode(code string) *InventoryItemArmor {
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result := f.asset.Records.Item.Armors[code]
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if result == nil {
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log.Fatalf("Could not find armor entry for code '%s'", code)
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}
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return &InventoryItemArmor{
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InventorySizeX: result.InventoryWidth,
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InventorySizeY: result.InventoryHeight,
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ItemName: result.Name,
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ItemCode: result.Code,
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ArmorClass: "lit", // TODO: Where does this come from?
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}
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}
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// GetMiscItemByCode returns the miscellaneous item for the given code
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func (f *InventoryItemFactory) GetMiscItemByCode(code string) *InventoryItemMisc {
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result := f.asset.Records.Item.Misc[code]
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if result == nil {
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log.Fatalf("Could not find misc item entry for code '%s'", code)
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}
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return &InventoryItemMisc{
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InventorySizeX: result.InventoryWidth,
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InventorySizeY: result.InventoryHeight,
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ItemName: result.Name,
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ItemCode: result.Code,
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}
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}
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// GetWeaponItemByCode returns the weapon item for the given code
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func (f *InventoryItemFactory) GetWeaponItemByCode(code string) *InventoryItemWeapon {
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// TODO: Non-normal codes will fail here...
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result := f.asset.Records.Item.Weapons[code]
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if result == nil {
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log.Fatalf("Could not find weapon entry for code '%s'", code)
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}
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return &InventoryItemWeapon{
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InventorySizeX: result.InventoryWidth,
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InventorySizeY: result.InventoryHeight,
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ItemName: result.Name,
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ItemCode: result.Code,
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WeaponClass: result.WeaponClass,
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WeaponClassOffHand: result.WeaponClass2Hand,
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}
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}
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