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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-18 02:16:23 -05:00
OpenDiablo2/d2core/d2stats/diablo2stats/stat.go
gravestench fc87b2be7a
Removing d2datadict singletons (#738)
* 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
2020-09-20 17:52:01 -04:00

616 lines
17 KiB
Go

package diablo2stats
import (
"fmt"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2tbl"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2stats"
)
// static check that diablo2Stat implements Stat
var _ d2stats.Stat = &diablo2Stat{}
type descValPosition int
const (
descValHide descValPosition = iota
descValPrefix
descValPostfix
)
const (
maxSkillTabIndex = 2
oneValue = 1
twoValue = 2
threeValue = 3
fourValue = 4
)
const (
twoComponentStr = "%s %s"
threeComponentStr = "%s %s %s"
fourComponentStr = "%s %s %s %s"
)
const (
intVal = d2stats.StatValueInt
sum = d2stats.StatValueCombineSum
static = d2stats.StatValueCombineStatic
)
// diablo2Stat is an implementation of an OpenDiablo2 Stat, with a set of values.
// It is pretty tightly coupled to the data files for d2
type diablo2Stat struct {
factory *StatFactory
record *d2records.ItemStatCostRecord
values []d2stats.StatValue
}
// depending on the stat record, sets up the proper number of values,
// as well as set up the stat value number types, value combination types, and
// the value stringer functions used
func (s *diablo2Stat) init(numbers ...float64) { //nolint:funlen doesn't make sense to split
if s.record == nil {
return
}
//nolint:gomdn introducing a const for these would be worse
switch s.record.DescFnID {
case 0:
// special case for poisonlength, or other stats, which have a
// 0-value descfnID field but need to store values
s.values = make([]d2stats.StatValue, len(numbers))
for idx := range s.values {
s.values[idx] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntSigned)
}
case 1:
// +31 to Strength
// Replenish Life +20 || Drain Life -8
s.values = make([]d2stats.StatValue, oneValue)
s.values[0] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntSigned)
case 2:
// +16% Increased Chance of Blocking
// Lightning Absorb +10%
s.values = make([]d2stats.StatValue, oneValue)
s.values[0] = s.factory.NewValue(intVal,
sum).SetStringer(s.factory.stringerIntPercentageSigned)
case 3:
// Damage Reduced by 25
// Slain Monsters Rest in Peace
s.values = make([]d2stats.StatValue, oneValue)
s.values[0] = s.factory.NewValue(intVal, sum)
case 4:
// Poison Resist +25%
// +25% Faster Run/Walk
s.values = make([]d2stats.StatValue, oneValue)
s.values[0] = s.factory.NewValue(intVal,
sum).SetStringer(s.factory.stringerIntPercentageSigned)
case 5:
// Hit Causes Monster to Flee 25%
s.values = make([]d2stats.StatValue, oneValue)
s.values[0] = s.factory.NewValue(intVal, sum)
s.values[0].SetStringer(s.factory.stringerIntPercentageUnsigned)
case 6:
// +25 to Life (Based on Character Level)
s.values = make([]d2stats.StatValue, oneValue)
s.values[0] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntSigned)
case 7:
// Lightning Resist +25% (Based on Character Level)
// +25% Better Chance of Getting Magic Items (Based on Character Level)
s.values = make([]d2stats.StatValue, oneValue)
s.values[0] = s.factory.NewValue(intVal,
sum).SetStringer(s.factory.stringerIntPercentageSigned)
case 8:
// +25% Enhanced Defense (Based on Character Level)
// Heal Stamina Plus +25% (Based on Character Level)
s.values = make([]d2stats.StatValue, oneValue)
s.values[0] = s.factory.NewValue(intVal,
sum).SetStringer(s.factory.stringerIntPercentageSigned)
case 9:
// Attacker Takes Damage of 25 (Based on Character Level)
s.values = make([]d2stats.StatValue, oneValue)
s.values[0] = s.factory.NewValue(intVal, sum)
case 11:
// Repairs 2 durability per second
s.values = make([]d2stats.StatValue, oneValue)
s.values[0] = s.factory.NewValue(intVal, sum)
case 12:
// Hit Blinds Target +5
s.values = make([]d2stats.StatValue, oneValue)
s.values[0] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntSigned)
case 13:
// +5 to Paladin Skill Levels
s.values = make([]d2stats.StatValue, twoValue)
s.values[0] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntSigned)
s.values[1] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerClassAllSkills)
case 14:
// +5 to Combat Skills (Paladin Only)
s.values = make([]d2stats.StatValue, threeValue)
s.values[0] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntSigned)
s.values[1] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerClassOnly)
s.values[2] = s.factory.NewValue(intVal, static)
case 15:
// 5% Chance to cast level 7 Frozen Orb on attack
s.values = make([]d2stats.StatValue, threeValue)
s.values[0] = s.factory.NewValue(intVal, sum)
s.values[1] = s.factory.NewValue(intVal, static)
s.values[2] = s.factory.NewValue(intVal, static).SetStringer(s.factory.stringerSkillName)
case 16:
// Level 3 Warmth Aura When Equipped
s.values = make([]d2stats.StatValue, twoValue)
s.values[0] = s.factory.NewValue(intVal, sum)
s.values[1] = s.factory.NewValue(intVal, static).SetStringer(s.factory.stringerSkillName)
case 20:
// -25% Target Defense
s.values = make([]d2stats.StatValue, oneValue)
s.values[0] = s.factory.NewValue(intVal,
sum).SetStringer(s.factory.stringerIntPercentageSigned)
case 22:
// 25% to Attack Rating versus Specter
s.values = make([]d2stats.StatValue, twoValue)
s.values[0] = s.factory.NewValue(intVal,
sum).SetStringer(s.factory.stringerIntPercentageUnsigned)
s.values[1] = s.factory.NewValue(intVal, static).SetStringer(s.factory.stringerMonsterName)
case 23:
// 25% Reanimate as: Specter
s.values = make([]d2stats.StatValue, twoValue)
s.values[0] = s.factory.NewValue(intVal,
sum).SetStringer(s.factory.stringerIntPercentageUnsigned)
s.values[1] = s.factory.NewValue(intVal, static).SetStringer(s.factory.stringerMonsterName)
case 24:
// Level 25 Frozen Orb (19/20 Charges)
s.values = make([]d2stats.StatValue, fourValue)
s.values[0] = s.factory.NewValue(intVal, static)
s.values[1] = s.factory.NewValue(intVal, static).SetStringer(s.factory.stringerSkillName)
s.values[2] = s.factory.NewValue(intVal, static)
s.values[3] = s.factory.NewValue(intVal, static)
case 27:
// +25 to Frozen Orb (Paladin Only)
s.values = make([]d2stats.StatValue, threeValue)
s.values[0] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntSigned)
s.values[1] = s.factory.NewValue(intVal, static).SetStringer(s.factory.stringerSkillName)
s.values[2] = s.factory.NewValue(intVal, static).SetStringer(s.factory.stringerClassOnly)
case 28:
// +25 to Frozen Orb
s.values = make([]d2stats.StatValue, twoValue)
s.values[0] = s.factory.NewValue(intVal, sum).SetStringer(s.factory.stringerIntSigned)
s.values[1] = s.factory.NewValue(intVal, static).SetStringer(s.factory.stringerSkillName)
default:
return
}
for idx := range numbers {
if idx > len(s.values)-1 {
break
}
s.values[idx].SetFloat(numbers[idx])
}
}
// Name returns the name of the stat (the key in itemstatcosts)
func (s *diablo2Stat) Name() string {
return s.record.Name
}
// Priority returns the description printing priority
func (s *diablo2Stat) Priority() int {
return s.record.DescPriority
}
// Values returns the stat values of the stat
func (s *diablo2Stat) Values() []d2stats.StatValue {
return s.values
}
// SetValues sets the stat values
func (s *diablo2Stat) SetValues(values ...d2stats.StatValue) {
s.values = make([]d2stats.StatValue, len(values))
for idx := range values {
s.values[idx] = values[idx]
}
}
// Clone returns a deep copy of the diablo2Stat
func (s *diablo2Stat) Clone() d2stats.Stat {
clone := &diablo2Stat{
record: s.record,
}
clone.init()
for idx := range s.values {
srcVal := s.values[idx]
dstVal := &Diablo2StatValue{
numberType: srcVal.NumberType(),
combineType: srcVal.CombineType(),
}
dstVal.SetStringer(srcVal.Stringer())
switch srcVal.NumberType() {
case d2stats.StatValueInt:
dstVal.SetInt(srcVal.Int())
case d2stats.StatValueFloat:
dstVal.SetFloat(srcVal.Float())
}
if len(clone.values) < len(s.values) {
clone.values = make([]d2stats.StatValue, len(s.values))
}
clone.values[idx] = dstVal
}
return clone
}
// Copy to this stat value the values of the given stat value
func (s *diablo2Stat) Copy(from d2stats.Stat) d2stats.Stat {
srcValues := from.Values()
s.values = make([]d2stats.StatValue, len(srcValues))
for idx := range srcValues {
src := srcValues[idx]
valType := src.NumberType()
dst := &Diablo2StatValue{numberType: valType}
dst.SetStringer(src.Stringer())
switch valType {
case d2stats.StatValueInt:
dst.SetInt(src.Int())
case d2stats.StatValueFloat:
dst.SetFloat(src.Float())
}
s.values[idx] = dst
}
return s
}
// Combine sums the other stat with this one (does not alter this stat, returns altered clone!)
func (s *diablo2Stat) Combine(other d2stats.Stat) (result d2stats.Stat, err error) {
cantBeCombinedErr := fmt.Errorf("cannot combine %s with %s", s.Name(), other.Name())
if !s.canBeCombinedWith(other) {
return nil, cantBeCombinedErr
}
result = s.Clone()
srcValues, dstValues := other.Values(), result.Values()
for idx := range result.Values() {
v1, v2 := dstValues[idx], srcValues[idx]
combinationRule := v1.CombineType()
if combinationRule == d2stats.StatValueCombineStatic {
// we do not add the values, they remain the same
// for things like monster/class/skill index or on proc stats
// where the level of a skill isn't summed, but the
// chance to cast values are
continue
}
if combinationRule == d2stats.StatValueCombineSum {
valType := v1.NumberType()
switch valType {
case d2stats.StatValueInt:
v1.SetInt(v1.Int() + v2.Int())
case d2stats.StatValueFloat:
v1.SetFloat(v1.Float() + v2.Float())
}
}
}
return result, nil
}
func (s *diablo2Stat) canBeCombinedWith(other d2stats.Stat) bool {
if s.Name() != other.Name() {
return false
}
values1, values2 := s.Values(), other.Values()
if len(values1) != len(values2) {
return false
}
for idx := range values1 {
if values1[idx].NumberType() != values2[idx].NumberType() {
return false
}
if values1[idx].CombineType() != values2[idx].CombineType() {
return false
}
// in the case that we are trying to combine stats like:
// +1 to Paladin Skills
// +1 to Sorceress Skills
// the numeric value (an index) that denotes the class skill type knows not to be summed
// with the other index, even though the format of the stat and stat value is pretty much
// the same.
if values1[idx].CombineType() == d2stats.StatValueCombineStatic {
if values1[idx].Float() != values2[idx].Float() {
return false
}
}
}
return true
}
// String returns the formatted description string
func (s *diablo2Stat) String() string { //nolint:gocyclo switch statement is not so bad
var result string
for idx := range s.values {
if s.values[idx].Stringer() == nil {
s.values[idx].SetStringer(s.factory.stringerUnsignedInt)
}
}
//nolint:gomdn introducing a const for these would be worse
switch s.record.DescFnID {
case 1, 2, 3, 4, 5, 12, 20:
result = s.descFn1()
case 6, 7, 8:
result = s.descFn6()
case 9:
result = s.descFn9()
case 11:
result = s.descFn11()
case 13:
result = s.descFn13()
case 14:
result = s.descFn14()
case 15:
result = s.descFn15()
case 16:
result = s.descFn16()
case 22, 23:
result = s.descFn22()
case 24:
result = s.descFn24()
case 27:
result = s.descFn27()
case 28:
result = s.descFn28()
default:
result = ""
}
return result
}
func (s *diablo2Stat) descFn1() string {
var stringTableKey, result string
value := s.values[0]
formatString := twoComponentStr
if value.Int() < 0 {
stringTableKey = s.record.DescStrNeg
} else {
stringTableKey = s.record.DescStrPos
}
stringTableString := d2tbl.TranslateString(stringTableKey)
switch descValPosition(s.record.DescVal) {
case descValPrefix:
result = fmt.Sprintf(formatString, value, stringTableString)
case descValPostfix:
result = fmt.Sprintf(formatString, stringTableString, value)
case descValHide:
result = stringTableString
default:
result = ""
}
return result
}
func (s *diablo2Stat) descFn6() string {
var stringTableKey, result string
value := s.values[0]
formatString := threeComponentStr
if value.Int() < 0 {
stringTableKey = s.record.DescStrNeg
} else {
stringTableKey = s.record.DescStrPos
}
str1 := d2tbl.TranslateString(stringTableKey)
str2 := d2tbl.TranslateString(s.record.DescStr2)
switch descValPosition(s.record.DescVal) {
case descValPrefix:
result = fmt.Sprintf(formatString, value, str1, str2)
case descValPostfix:
result = fmt.Sprintf(formatString, str1, value, str2)
case descValHide:
formatString = twoComponentStr
result = fmt.Sprintf(formatString, value, str2)
default:
result = ""
}
return result
}
func (s *diablo2Stat) descFn9() string {
var stringTableKey, result string
value := s.values[0]
formatString := threeComponentStr
if value.Int() < 0 {
stringTableKey = s.record.DescStrNeg
} else {
stringTableKey = s.record.DescStrPos
}
str1 := d2tbl.TranslateString(stringTableKey)
str2 := d2tbl.TranslateString(s.record.DescStr2)
switch descValPosition(s.record.DescVal) {
case descValPrefix:
result = fmt.Sprintf(formatString, value, str1, str2)
case descValPostfix:
result = fmt.Sprintf(formatString, str1, value, str2)
case descValHide:
result = fmt.Sprintf(twoComponentStr, value, str2)
default:
result = ""
}
return result
}
func (s *diablo2Stat) descFn11() string {
var stringTableKey string
value := s.values[0]
if value.Int() < 0 {
stringTableKey = s.record.DescStrNeg
} else {
stringTableKey = s.record.DescStrPos
}
str1 := d2tbl.TranslateString(stringTableKey)
formatString := str1
return fmt.Sprintf(formatString, value)
}
func (s *diablo2Stat) descFn13() string {
value := s.values[0]
allSkills := s.values[1]
formatString := twoComponentStr
switch descValPosition(s.record.DescVal) {
case descValPrefix:
return fmt.Sprintf(formatString, value, allSkills)
case descValPostfix:
return fmt.Sprintf(formatString, allSkills, value)
case descValHide:
return allSkills.String()
default:
return ""
}
}
func (s *diablo2Stat) descFn14() string {
// strings come out like `+5 to Combat Skills (Paladin Only)`
numSkills, hero, skillTab := s.values[0], s.values[1], s.values[2]
heroMap := s.factory.getHeroMap()
heroIndex := hero.Int()
classRecord := s.factory.asset.Records.Character.Stats[heroMap[heroIndex]]
// diablo 2 is hardcoded to have only 3 skill tabs
skillTabIndex := skillTab.Int()
if skillTabIndex < 0 || skillTabIndex > maxSkillTabIndex {
skillTabIndex = 0
}
// `+5`
numSkillsStr := numSkills.String()
// `to Combat Skills`
skillTabKey := classRecord.SkillStrTab[skillTabIndex]
skillTabStr := d2tbl.TranslateString(skillTabKey)
skillTabStr = strings.ReplaceAll(skillTabStr, "+%d ", "") // has a token we dont need
// `(Paladin Only)`
classOnlyStr := hero.String()
return fmt.Sprintf(threeComponentStr, numSkillsStr, skillTabStr, classOnlyStr)
}
func (s *diablo2Stat) descFn15() string {
chance, lvl, skill := s.values[0], s.values[1], s.values[2]
// Special case, `chance to cast` format is actually in the string table!
chanceToCastStr := d2tbl.TranslateString(s.record.DescStrPos)
return fmt.Sprintf(chanceToCastStr, chance.Int(), lvl.Int(), skill)
}
func (s *diablo2Stat) descFn16() string {
skillLevel, skillIndex := s.values[0], s.values[1]
// Special case, `Level # XYZ Aura When Equipped`, format is actually in the string table!
format := d2tbl.TranslateString(s.record.DescStrPos)
return fmt.Sprintf(format, skillLevel.Int(), skillIndex)
}
func (s *diablo2Stat) descFn22() string {
arBonus, monsterIndex := s.values[0], s.values[1]
arVersus := d2tbl.TranslateString(s.record.DescStrPos)
return fmt.Sprintf(threeComponentStr, arBonus, arVersus, monsterIndex)
}
func (s *diablo2Stat) descFn24() string {
// Special case formatting
format := "Level " + threeComponentStr
lvl, skill, chargeMax, chargeCurrent := s.values[0],
s.values[1],
s.values[2].Int(),
s.values[3].Int()
chargeStr := d2tbl.TranslateString(s.record.DescStrPos)
chargeStr = fmt.Sprintf(chargeStr, chargeCurrent, chargeMax)
return fmt.Sprintf(format, lvl, skill, chargeStr)
}
func (s *diablo2Stat) descFn27() string {
// property "skill-rand" will try to make an instance with an invalid hero index
// in this case, we use descfn 28
if s.values[2].Int() == -1 {
return s.descFn28()
}
amount, skill, hero := s.values[0], s.values[1], s.values[2]
return fmt.Sprintf(fourComponentStr, amount, "to", skill, hero)
}
func (s *diablo2Stat) descFn28() string {
amount, skill := s.values[0], s.values[1]
return fmt.Sprintf(threeComponentStr, amount, "to", skill)
}
// DescGroupString return a string based on the DescGroupFuncID
func (s *diablo2Stat) DescGroupString(a ...interface{}) string {
if s.record.DescGroupFuncID < 0 {
return ""
}
format := ""
for range a {
format += "%s "
}
format = strings.Trim(format, " ")
return fmt.Sprintf(format, a...)
}