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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
51 lines
1.2 KiB
Go
51 lines
1.2 KiB
Go
package d2hero
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import (
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"encoding/json"
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"log"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
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)
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// HeroSkill stores additional payload for a skill of a hero.
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type HeroSkill struct {
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*d2records.SkillRecord
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*d2records.SkillDescriptionRecord
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SkillPoints int
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shallow *shallowHeroSkill
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}
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// An auxilary struct which only stores the ID of the SkillRecord, instead of the whole SkillRecord and SkillDescrptionRecord.
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type shallowHeroSkill struct {
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SkillID int `json:"skillId"`
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SkillPoints int `json:"skillPoints"`
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}
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// MarshalJSON overrides the default logic used when the HeroSkill is serialized to a byte array.
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func (hs *HeroSkill) MarshalJSON() ([]byte, error) {
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// only serialize the ID instead of the whole SkillRecord object.
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shallow := shallowHeroSkill{
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SkillID: hs.SkillRecord.ID,
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SkillPoints: hs.SkillPoints,
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}
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bytes, err := json.Marshal(shallow)
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if err != nil {
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log.Fatalln(err)
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}
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return bytes, err
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}
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// UnmarshalJSON overrides the default logic used when the HeroSkill is deserialized from a byte array.
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func (hs *HeroSkill) UnmarshalJSON(data []byte) error {
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shallow := &shallowHeroSkill{}
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if err := json.Unmarshal(data, shallow); err != nil {
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return err
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}
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hs.shallow = shallow
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return nil
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}
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