mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-09-10 13:34:36 -04:00
* logger for d2audio & d2map * logger for d2ui e.t.c * d2inventory now passes on error messages * no more importing log in d2core * implemented #925 * added logger to part of d2networking & fixed "need to be changed" comments * fixed lints * fixed errors Co-authored-by: M. Sz <mszeptuch@protonmail.com>
461 lines
13 KiB
Go
461 lines
13 KiB
Go
package d2records
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import (
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"fmt"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2txt"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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)
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const (
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logPrefix = "Record Manager"
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)
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// NewRecordManager creates a new record manager (no loaders are bound!)
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func NewRecordManager(l d2util.LogLevel) (*RecordManager, error) {
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rm := &RecordManager{
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boundLoaders: make(map[string][]recordLoader),
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}
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rm.Logger = d2util.NewLogger()
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rm.Logger.SetPrefix(logPrefix)
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rm.Logger.SetLevel(l)
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err := rm.init()
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if err != nil {
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return nil, err
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}
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return rm, nil
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}
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// RecordManager stores all of the records loaded from txt files
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type RecordManager struct {
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*d2util.Logger
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boundLoaders map[string][]recordLoader // there can be more than one loader bound for a file
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Animation struct {
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Data d2data.AnimationData
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Token struct {
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Player PlayerTypes
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Composite CompositeTypes
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Armor ArmorTypes
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Weapon WeaponClasses
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HitClass HitClasses
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}
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}
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BodyLocations
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Calculation struct {
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Skills Calculations
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Missiles Calculations
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}
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Character struct {
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Classes PlayerClasses
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Events
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Experience ExperienceBreakpoints
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MaxLevel ExperienceMaxLevels
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Modes PlayerModes
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Stats CharStats
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}
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ComponentCodes
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Colors
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DifficultyLevels
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ElemTypes
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Gamble
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Hireling struct {
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Details Hirelings
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Descriptions HirelingDescriptions
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}
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Item struct {
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All CommonItems // NOTE: populated when armor, weapons, and misc items are ALL loaded
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Armors CommonItems
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Misc CommonItems
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Weapons CommonItems
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Equivalency ItemEquivalenceMap // NOTE: populated when all items are loaded
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EquivalenceByRecord ItemEquivalenceByRecord // NOTE: populated when all items are loaded
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AutoMagic
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Belts
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Books
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Gems
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Magic struct {
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Prefix MagicPrefix
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Suffix MagicSuffix
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}
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MagicPrefixGroups ItemAffixGroups
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MagicSuffixGroups ItemAffixGroups
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Quality ItemQualities
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LowQualityPrefixes LowQualities
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Rare struct {
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Prefix RarePrefixes
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Suffix RareSuffixes
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}
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Ratios ItemRatios
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Cube struct {
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Recipes CubeRecipes
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Modifiers CubeModifiers
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Types CubeTypes
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}
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Runewords
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Sets
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SetItems
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Stats ItemStatCosts
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Treasure struct {
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Normal TreasureClass
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Expansion TreasureClass
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}
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Types ItemTypes
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Unique UniqueItems
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StorePages
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}
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Layout struct {
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Inventory
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Overlays
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}
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Level struct {
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AutoMaps
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Details LevelDetails
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Maze LevelMazeDetails
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Presets LevelPresets
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Sub LevelSubstitutions
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Types LevelTypes
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Warp LevelWarps
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}
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Missiles
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missilesByName
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Monster struct {
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AI MonsterAI
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Equipment MonsterEquipment
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Levels MonsterLevels
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Modes MonModes
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Name struct {
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Prefix UniqueMonsterAffixes
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Suffix UniqueMonsterAffixes
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}
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Placements MonsterPlacements
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Presets MonPresets
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Props MonsterProperties
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Sequences MonsterSequences
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Sounds MonsterSounds
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Stats MonStats
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Stats2 MonStats2
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Types MonsterTypes
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Unique struct {
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Appellations UniqueAppellations
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Mods MonsterUniqueModifiers
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Constants MonsterUniqueModifierConstants
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Super SuperUniques
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}
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}
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NPCs
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Object struct {
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Details ObjectDetails
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Lookup IndexedObjects
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Modes ObjectModes
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Shrines
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Types ObjectTypes
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}
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PetTypes
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Properties
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Skill struct {
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Details SkillDetails
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Descriptions SkillDescriptions
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}
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Sound struct {
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Details SoundDetails
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Environment SoundEnvironments
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}
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States
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}
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func (r *RecordManager) init() error { // nolint:funlen // can't reduce
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loaders := []struct {
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path string
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loader recordLoader
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}{
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{d2resource.LevelType, levelTypesLoader},
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{d2resource.LevelPreset, levelPresetLoader},
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{d2resource.LevelWarp, levelWarpsLoader},
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{d2resource.ObjectType, objectTypesLoader},
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{d2resource.ObjectDetails, objectDetailsLoader},
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{d2resource.ObjectMode, objectModesLoader},
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{d2resource.Weapons, weaponsLoader},
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{d2resource.Armor, armorLoader},
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{d2resource.Misc, miscItemsLoader},
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{d2resource.Books, booksLoader},
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{d2resource.Belts, beltsLoader},
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{d2resource.Colors, colorsLoader},
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{d2resource.ItemTypes, itemTypesLoader}, // WARN: needs to be after weapons, armor, and misc
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{d2resource.UniqueItems, uniqueItemsLoader},
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{d2resource.Missiles, missilesLoader},
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{d2resource.SoundSettings, soundDetailsLoader},
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{d2resource.MonStats, monsterStatsLoader},
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{d2resource.MonStats2, monsterStats2Loader},
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{d2resource.MonPreset, monsterPresetLoader},
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{d2resource.MonProp, monsterPropertiesLoader},
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{d2resource.MonType, monsterTypesLoader},
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{d2resource.MonMode, monsterModeLoader},
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{d2resource.MagicPrefix, magicPrefixLoader},
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{d2resource.MagicSuffix, magicSuffixLoader},
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{d2resource.ItemStatCost, itemStatCostLoader},
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{d2resource.ItemRatio, itemRatioLoader},
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{d2resource.StorePage, storePagesLoader},
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{d2resource.Overlays, overlaysLoader},
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{d2resource.CharStats, charStatsLoader},
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{d2resource.Gamble, gambleLoader},
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{d2resource.Hireling, hirelingLoader},
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{d2resource.Experience, experienceLoader},
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{d2resource.Gems, gemsLoader},
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{d2resource.QualityItems, itemQualityLoader},
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{d2resource.Runes, runewordLoader},
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{d2resource.DifficultyLevels, difficultyLevelsLoader},
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{d2resource.AutoMap, autoMapLoader},
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{d2resource.LevelDetails, levelDetailsLoader},
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{d2resource.LevelMaze, levelMazeDetailsLoader},
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{d2resource.LevelSubstitutions, levelSubstitutionsLoader},
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{d2resource.CubeRecipes, cubeRecipeLoader},
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{d2resource.SuperUniques, monsterSuperUniqeLoader},
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{d2resource.Inventory, inventoryLoader},
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{d2resource.Skills, skillDetailsLoader},
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{d2resource.SkillCalc, skillCalcLoader},
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{d2resource.MissileCalc, missileCalcLoader},
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{d2resource.Properties, propertyLoader},
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{d2resource.SkillDesc, skillDescriptionLoader},
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{d2resource.BodyLocations, bodyLocationsLoader},
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{d2resource.Sets, setLoader},
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{d2resource.SetItems, setItemLoader},
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{d2resource.AutoMagic, autoMagicLoader},
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{d2resource.TreasureClass, treasureClassLoader},
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{d2resource.TreasureClassEx, treasureClassExLoader},
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{d2resource.States, statesLoader},
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{d2resource.SoundEnvirons, soundEnvironmentLoader},
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{d2resource.Shrines, shrineLoader},
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{d2resource.ElemType, elemTypesLoader},
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{d2resource.PlrMode, playerModesLoader},
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{d2resource.PetType, petTypesLoader},
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{d2resource.NPC, npcLoader},
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{d2resource.MonsterUniqueModifier, monsterUniqModifiersLoader},
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{d2resource.MonsterEquipment, monsterEquipmentLoader},
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{d2resource.UniqueAppellation, uniqueAppellationsLoader},
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{d2resource.MonsterLevel, monsterLevelsLoader},
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{d2resource.MonsterSound, monsterSoundsLoader},
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{d2resource.MonsterSequence, monsterSequencesLoader},
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{d2resource.PlayerClass, playerClassLoader},
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{d2resource.MonsterPlacement, monsterPlacementsLoader},
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{d2resource.ObjectGroup, objectGroupsLoader},
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{d2resource.CompCode, componentCodesLoader},
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{d2resource.MonsterAI, monsterAiLoader},
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{d2resource.RarePrefix, rareItemPrefixLoader},
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{d2resource.RareSuffix, rareItemSuffixLoader},
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{d2resource.Events, eventsLoader},
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{d2resource.ArmorType, armorTypesLoader}, // anim mode tokens
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{d2resource.WeaponClass, weaponClassesLoader}, // anim mode tokens
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{d2resource.PlayerType, playerTypeLoader}, // anim mode tokens
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{d2resource.Composite, compositeTypeLoader}, // anim mode tokens
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{d2resource.HitClass, hitClassLoader}, // anim mode tokens
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{d2resource.UniquePrefix, uniqueMonsterPrefixLoader},
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{d2resource.UniqueSuffix, uniqueMonsterSuffixLoader},
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{d2resource.CubeModifier, cubeModifierLoader},
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{d2resource.CubeType, cubeTypeLoader},
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{d2resource.HirelingDescription, hirelingDescriptionLoader},
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{d2resource.LowQualityItems, lowQualityLoader},
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}
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for idx := range loaders {
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err := r.AddLoader(loaders[idx].path, loaders[idx].loader)
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if err != nil {
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return err
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}
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}
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r.initObjectRecords(objectLookups)
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return nil
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}
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// AddLoader associates a file path with a record loader
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func (r *RecordManager) AddLoader(path string, loader recordLoader) error {
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if _, found := r.boundLoaders[path]; !found {
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r.boundLoaders[path] = make([]recordLoader, 0)
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}
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r.boundLoaders[path] = append(r.boundLoaders[path], loader)
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return nil
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}
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// Load will pass the dictionary to any bound loaders and populate the record entries
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func (r *RecordManager) Load(path string, dict *d2txt.DataDictionary) error {
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loaders, found := r.boundLoaders[path]
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if !found {
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return fmt.Errorf("no loader bound for `%s`", path)
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}
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for idx := range loaders {
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err := loaders[idx](r, dict)
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if err != nil {
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return err
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}
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}
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// as soon as Armor, Weapons, and Misc items are loaded, we merge into r.Item.All
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if r.Item.All == nil && r.Item.Armors != nil && r.Item.Weapons != nil && r.Item.Misc != nil {
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r.Item.All = make(CommonItems)
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for code := range r.Item.Armors {
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r.Item.All[code] = r.Item.Armors[code]
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}
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for code := range r.Item.Weapons {
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r.Item.All[code] = r.Item.Weapons[code]
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}
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for code := range r.Item.Misc {
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r.Item.All[code] = r.Item.Misc[code]
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}
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}
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return nil
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}
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// GetMaxLevelByHero returns the highest level attainable for a hero type
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func (r *RecordManager) GetMaxLevelByHero(heroType d2enum.Hero) int {
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return r.Character.MaxLevel[heroType]
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}
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// GetExperienceBreakpoint given a hero type and a level, returns the experience required for the level
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func (r *RecordManager) GetExperienceBreakpoint(heroType d2enum.Hero, level int) int {
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return r.Character.Experience[level].HeroBreakpoints[heroType]
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}
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// GetLevelDetails gets a LevelDetailsRecord by the record Id
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func (r *RecordManager) GetLevelDetails(id int) *LevelDetailsRecord {
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for i := 0; i < len(r.Level.Details); i++ {
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if r.Level.Details[i].ID == id {
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return r.Level.Details[i]
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}
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}
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return nil
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}
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// LevelPreset looks up a LevelPresetRecord by ID
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func (r *RecordManager) LevelPreset(id int) LevelPresetRecord {
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for i := 0; i < len(r.Level.Presets); i++ {
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if r.Level.Presets[i].DefinitionID == id {
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return r.Level.Presets[i]
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}
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}
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panic("Unknown level preset")
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}
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// FindEquivalentTypesByItemCommonRecord returns itemtype codes that are equivalent
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// to the given item common record
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func (r *RecordManager) FindEquivalentTypesByItemCommonRecord(
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icr *ItemCommonRecord,
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) []string {
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if r.Item.EquivalenceByRecord == nil {
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r.Item.EquivalenceByRecord = make(map[*ItemCommonRecord][]string)
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}
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// the first lookup generates the lookup table entry, next time will just use the table
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if r.Item.EquivalenceByRecord[icr] == nil {
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r.Item.EquivalenceByRecord[icr] = make([]string, 0)
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for code := range r.Item.Equivalency {
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icrList := r.Item.Equivalency[code]
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for idx := range icrList {
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if icr == icrList[idx] {
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r.Item.EquivalenceByRecord[icr] = append(r.Item.EquivalenceByRecord[icr], code)
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break
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}
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}
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}
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}
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return r.Item.EquivalenceByRecord[icr]
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}
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func (r *RecordManager) initObjectRecords(lookups []ObjectLookupRecord) {
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// Allocating 6 to allow Acts 1-5 without requiring a -1 at every read.
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records := make(IndexedObjects, 6)
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for i := range lookups {
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record := &lookups[i]
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if records[record.Act] == nil {
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// Likewise allocating 3 so a -1 isn't necessary.
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records[record.Act] = make([][]*ObjectLookupRecord, 3)
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}
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if records[record.Act][record.Type] == nil {
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// For simplicity, allocating with length 1000 then filling the values in by index.
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// If ids in the dictionary ever surpass 1000, raise this number.
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records[record.Act][record.Type] = make([]*ObjectLookupRecord, 1000)
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}
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records[record.Act][record.Type][record.Id] = record
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}
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r.Object.Lookup = records
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}
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// LookupObject looks up an object record
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func (r *RecordManager) LookupObject(act, typ, id int) *ObjectLookupRecord {
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object := r.lookupObject(act, typ, id)
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if object == nil {
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r.Fatalf("Failed to look up object Act: %d, Type: %d, ID: %d", act, typ, id)
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}
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return object
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}
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func (r *RecordManager) lookupObject(act, typ, id int) *ObjectLookupRecord {
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if len(r.Object.Lookup) < act {
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return nil
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}
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if len(r.Object.Lookup[act]) < typ {
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return nil
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}
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if len(r.Object.Lookup[act][typ]) < id {
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return nil
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}
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return r.Object.Lookup[act][typ][id]
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}
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// SelectSoundByIndex selects a sound by its ID
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func (r *RecordManager) SelectSoundByIndex(index int) *SoundDetailsRecord {
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for idx := range r.Sound.Details {
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if r.Sound.Details[idx].Index == index {
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return r.Sound.Details[idx]
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}
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}
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return nil
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}
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// GetSkillByName returns the skill record for the given Skill name.
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func (r *RecordManager) GetSkillByName(skillName string) *SkillRecord {
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for idx := range r.Skill.Details {
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if r.Skill.Details[idx].Skill == skillName {
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return r.Skill.Details[idx]
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}
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}
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return nil
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}
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// GetMissileByName allows lookup of a MissileRecord by a given name. The name will be lowercased and stripped of whitespaces.
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func (r *RecordManager) GetMissileByName(missileName string) *MissileRecord {
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return r.missilesByName[sanitizeMissilesKey(missileName)]
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}
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