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* 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
69 lines
1.8 KiB
Go
69 lines
1.8 KiB
Go
package d2inventory
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import (
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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)
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// InventoryItemArmor stores the info of an armor item in the inventory
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type InventoryItemArmor struct {
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InventorySizeX int `json:"inventorySizeX"`
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InventorySizeY int `json:"inventorySizeY"`
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InventorySlotX int `json:"inventorySlotX"`
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InventorySlotY int `json:"inventorySlotY"`
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ItemName string `json:"itemName"`
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ItemCode string `json:"itemCode"`
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ArmorClass string `json:"armorClass"`
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}
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// GetArmorClass returns the class of the armor
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func (v *InventoryItemArmor) GetArmorClass() string {
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if v == nil || v.ItemCode == "" {
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return "lit"
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}
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return v.ArmorClass
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}
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// InventoryItemName returns the name of the armor
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func (v *InventoryItemArmor) InventoryItemName() string {
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if v == nil {
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return ""
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}
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return v.ItemName
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}
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// InventoryItemType returns the item type of the armor
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func (v *InventoryItemArmor) InventoryItemType() d2enum.InventoryItemType {
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return d2enum.InventoryItemTypeArmor
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}
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// InventoryGridSize returns the grid size of the armor
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func (v *InventoryItemArmor) InventoryGridSize() (sizeX, sizeY int) {
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return v.InventorySizeX, v.InventorySizeY
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}
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// InventoryGridSlot returns the grid slot coordinates of the armor
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func (v *InventoryItemArmor) InventoryGridSlot() (slotX, slotY int) {
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return v.InventorySlotX, v.InventorySlotY
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}
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// SetInventoryGridSlot sets the InventorySlotX and InventorySlotY of the armor with the given x and y values
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func (v *InventoryItemArmor) SetInventoryGridSlot(x, y int) {
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v.InventorySlotX, v.InventorySlotY = x, y
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}
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// Serialize returns the armor object as a byte array
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func (v *InventoryItemArmor) Serialize() []byte {
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return []byte{}
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}
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// GetItemCode returns the item code of the armor
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func (v *InventoryItemArmor) GetItemCode() string {
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if v == nil {
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return ""
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}
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return v.ItemCode
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}
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