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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-13 15:56:03 -05:00
OpenDiablo2/d2core/d2hero/hero_state_factory.go
gravestench 6f8b43f8d6
Various lint error fixes and suppressions (#846)
* 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
2020-10-26 02:04:50 -07:00

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
}