mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-13 15:56:03 -05:00
6f8b43f8d6
* suppressing the magic number lint errors in mapgen, it will get a heavy refactor soon, hopefully... * adding string token constants for SkillClass * adding panic on error to left/right skill select render * fixed cuddle lint error * fixed unnecessary conversion, unused func param lint errors in dcc_animation.go * adding comment for skill class tokens * fixed typo in comment * removed unused parameter in dcc/dc6 animations * supress warning about Object.setMode always being passed direction value of 0 * fixed all invalid golint directives * fixed a couple gocritic lint errors
260 lines
6.5 KiB
Go
260 lines
6.5 KiB
Go
package d2hero
|
|
|
|
import (
|
|
"encoding/json"
|
|
"fmt"
|
|
"io/ioutil"
|
|
"os"
|
|
"path"
|
|
"path/filepath"
|
|
"strconv"
|
|
"strings"
|
|
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory"
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
|
|
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
|
|
)
|
|
|
|
const (
|
|
mkdirPermission = 0750
|
|
writefilePermission = 0600
|
|
)
|
|
|
|
// NewHeroStateFactory creates a new HeroStateFactory and initializes it.
|
|
func NewHeroStateFactory(asset *d2asset.AssetManager) (*HeroStateFactory, error) {
|
|
inventoryItemFactory, err := d2inventory.NewInventoryItemFactory(asset)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
|
|
factory := &HeroStateFactory{
|
|
asset: asset,
|
|
InventoryItemFactory: inventoryItemFactory,
|
|
}
|
|
|
|
return factory, nil
|
|
}
|
|
|
|
// HeroStateFactory is responsible for creating player state objects
|
|
type HeroStateFactory struct {
|
|
asset *d2asset.AssetManager
|
|
*d2inventory.InventoryItemFactory
|
|
}
|
|
|
|
// CreateHeroState creates a HeroState instance and returns a pointer to it
|
|
func (f *HeroStateFactory) CreateHeroState(
|
|
heroName string,
|
|
hero d2enum.Hero,
|
|
statsState *HeroStatsState,
|
|
) (*HeroState, error) {
|
|
result := &HeroState{
|
|
HeroName: heroName,
|
|
HeroType: hero,
|
|
Act: 1,
|
|
Stats: statsState,
|
|
Equipment: f.DefaultHeroItems[hero],
|
|
FilePath: "",
|
|
}
|
|
|
|
defaultStats := f.asset.Records.Character.Stats[hero]
|
|
skillState, err := f.CreateHeroSkillsState(defaultStats, hero)
|
|
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
|
|
result.Skills = skillState
|
|
|
|
return result, nil
|
|
}
|
|
|
|
// GetAllHeroStates returns all player saves
|
|
func (f *HeroStateFactory) GetAllHeroStates() ([]*HeroState, error) {
|
|
basePath, _ := f.getGameBaseSavePath()
|
|
files, _ := ioutil.ReadDir(basePath)
|
|
result := make([]*HeroState, 0)
|
|
|
|
for _, file := range files {
|
|
fileName := file.Name()
|
|
if file.IsDir() || len(fileName) < 5 || !strings.EqualFold(fileName[len(fileName)-4:], ".od2") {
|
|
continue
|
|
}
|
|
|
|
gameState := f.LoadHeroState(path.Join(basePath, file.Name()))
|
|
if gameState == nil || gameState.HeroType == d2enum.HeroNone {
|
|
|
|
} else if gameState.Stats == nil || gameState.Skills == nil {
|
|
// temporarily loading default class stats if the character was created before saving stats/skills was introduced
|
|
// to be removed in the future
|
|
classStats := f.asset.Records.Character.Stats[gameState.HeroType]
|
|
gameState.Stats = f.CreateHeroStatsState(gameState.HeroType, classStats)
|
|
|
|
skillState, err := f.CreateHeroSkillsState(classStats, gameState.HeroType)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
|
|
gameState.Skills = skillState
|
|
|
|
if err := f.Save(gameState); err != nil {
|
|
fmt.Printf("failed to save game state!, err: %v\n", err)
|
|
}
|
|
}
|
|
|
|
result = append(result, gameState)
|
|
}
|
|
|
|
return result, nil
|
|
}
|
|
|
|
// CreateHeroSkillsState will assemble the hero skills from the class stats record.
|
|
func (f *HeroStateFactory) CreateHeroSkillsState(classStats *d2records.CharStatsRecord, heroType d2enum.Hero) (map[int]*HeroSkill, error) {
|
|
baseSkills := map[int]*HeroSkill{}
|
|
|
|
for idx := range classStats.BaseSkill {
|
|
skillName := &classStats.BaseSkill[idx]
|
|
|
|
if *skillName == "" {
|
|
continue
|
|
}
|
|
|
|
skill, err := f.CreateHeroSkill(1, *skillName)
|
|
if err != nil {
|
|
continue
|
|
}
|
|
|
|
baseSkills[skill.ID] = skill
|
|
}
|
|
|
|
skillList := f.asset.Records.Skill.Details
|
|
token := strings.ToLower(heroType.GetToken3())
|
|
|
|
for idx := range skillList {
|
|
if skillList[idx].Charclass == token {
|
|
skill, _ := f.CreateHeroSkill(0, skillList[idx].Skill)
|
|
baseSkills[skill.ID] = skill
|
|
}
|
|
}
|
|
|
|
skillRecord, err := f.CreateHeroSkill(1, "Attack")
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
|
|
baseSkills[skillRecord.ID] = skillRecord
|
|
|
|
return baseSkills, nil
|
|
}
|
|
|
|
// CreateHeroSkill creates an instance of a skill
|
|
func (f *HeroStateFactory) CreateHeroSkill(points int, name string) (*HeroSkill, error) {
|
|
skillRecord := f.asset.Records.GetSkillByName(name)
|
|
if skillRecord == nil {
|
|
return nil, fmt.Errorf("skill not found: %s", name)
|
|
}
|
|
|
|
skillDescRecord, found := f.asset.Records.Skill.Descriptions[skillRecord.Skilldesc]
|
|
if !found {
|
|
return nil, fmt.Errorf("skill Description not found: %s", name)
|
|
}
|
|
|
|
result := &HeroSkill{
|
|
SkillPoints: points,
|
|
SkillRecord: skillRecord,
|
|
SkillDescriptionRecord: skillDescRecord,
|
|
shallow: &shallowHeroSkill{SkillID: skillRecord.ID, SkillPoints: points},
|
|
}
|
|
|
|
return result, nil
|
|
}
|
|
|
|
// HasGameStates returns true if the player has any previously saved game
|
|
func (f *HeroStateFactory) HasGameStates() bool {
|
|
basePath, _ := f.getGameBaseSavePath()
|
|
files, _ := ioutil.ReadDir(basePath)
|
|
|
|
return len(files) > 0
|
|
}
|
|
|
|
// CreateTestGameState is used for the map engine previewer
|
|
func (f *HeroStateFactory) CreateTestGameState() *HeroState {
|
|
result := &HeroState{}
|
|
return result
|
|
}
|
|
|
|
// LoadHeroState loads the player state from the file
|
|
func (f *HeroStateFactory) LoadHeroState(filePath string) *HeroState {
|
|
strData, err := ioutil.ReadFile(filepath.Clean(filePath))
|
|
if err != nil {
|
|
return nil
|
|
}
|
|
|
|
result := &HeroState{
|
|
FilePath: filePath,
|
|
}
|
|
|
|
err = json.Unmarshal(strData, result)
|
|
if err != nil {
|
|
return nil
|
|
}
|
|
|
|
// Here, we turn the shallow skill data back into records from the asset manager.
|
|
// This is because this factory has a reference to the asset manager with loaded records.
|
|
// We cant do this while unmarshalling because there is no reference to the asset manager.
|
|
for idx := range result.Skills {
|
|
hs := result.Skills[idx]
|
|
|
|
if hs == nil {
|
|
continue
|
|
}
|
|
|
|
hs.SkillRecord = f.asset.Records.Skill.Details[hs.shallow.SkillID]
|
|
hs.SkillDescriptionRecord = f.asset.Records.Skill.Descriptions[hs.SkillRecord.Skilldesc]
|
|
hs.SkillPoints = hs.shallow.SkillPoints
|
|
}
|
|
|
|
return result
|
|
}
|
|
|
|
func (f *HeroStateFactory) getGameBaseSavePath() (string, error) {
|
|
configDir, err := os.UserConfigDir()
|
|
if err != nil {
|
|
return "", err
|
|
}
|
|
|
|
return path.Join(configDir, "OpenDiablo2/Saves"), nil
|
|
}
|
|
|
|
func (f *HeroStateFactory) getFirstFreeFileName() string {
|
|
i := 0
|
|
basePath, _ := f.getGameBaseSavePath()
|
|
|
|
for {
|
|
filePath := path.Join(basePath, strconv.Itoa(i)+".od2")
|
|
if _, err := os.Stat(filePath); os.IsNotExist(err) {
|
|
return filePath
|
|
}
|
|
i++
|
|
}
|
|
}
|
|
|
|
// Save saves the player state to a file
|
|
func (f *HeroStateFactory) Save(state *HeroState) error {
|
|
if state.FilePath == "" {
|
|
state.FilePath = f.getFirstFreeFileName()
|
|
}
|
|
|
|
if err := os.MkdirAll(path.Dir(state.FilePath), mkdirPermission); err != nil {
|
|
return err
|
|
}
|
|
|
|
fileJSON, _ := json.MarshalIndent(state, "", " ")
|
|
if err := ioutil.WriteFile(state.FilePath, fileJSON, writefilePermission); err != nil {
|
|
return err
|
|
}
|
|
|
|
return nil
|
|
}
|