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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-24 08:05:24 +00:00
OpenDiablo2/d2core/d2item/diablo2item/item.go
gravestench fc87b2be7a
Removing d2datadict singletons (#738)
* 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
2020-09-20 17:52:01 -04:00

887 lines
22 KiB
Go

package diablo2item
import (
"fmt"
"math/rand"
"sort"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2tbl"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2item"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2stats"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
// PropertyPool is used for separating properties by their source
type PropertyPool int
// Property pools
const (
PropertyPoolPrefix PropertyPool = iota
PropertyPoolSuffix
PropertyPoolUnique
PropertyPoolSetItem
PropertyPoolSet
)
// for handling special cases
const (
jewelItemCode = "jew"
propertyEthereal = "ethereal"
propertyIndestructable = "indestruct"
)
const (
magicItemPrefixMax = 1
magicItemSuffixMax = 1
rareItemPrefixMax = 3
rareItemSuffixMax = 3
rareJewelPrefixMax = 3
rareJewelSuffixMax = 3
rareJewelAffixMax = 4
)
// static check to ensure Item implements Item
var _ d2item.Item = &Item{}
type Item struct {
factory *ItemFactory
name string
Seed int64
rand *rand.Rand // non-global rand instance for re-generating the item
slotType d2enum.EquippedSlot
TypeCode string
CommonCode string
UniqueCode string
SetCode string
SetItemCode string
PrefixCodes []string
SuffixCodes []string
properties map[PropertyPool][]*Property
statContext d2item.StatContext
statList d2stats.StatList
uniqueStatList d2stats.StatList
setItemStatList d2stats.StatList
attributes *itemAttributes
GridX int
GridY int
sockets []*d2item.Item // there will be checks for handling the craziness this might entail
}
type itemAttributes struct {
worldSprite *d2ui.Sprite
inventorySprite *d2ui.Sprite
damageOneHand minMaxEnhanceable
damageTwoHand minMaxEnhanceable
damageMissile minMaxEnhanceable
stackSize minMaxEnhanceable
durability minMaxEnhanceable
personalization string
quality int
defense int
currentStackSize int
currentDurability int
baseItemLevel int
requiredLevel int
numSockets int
requirementsEnhancement int
requiredStrength int
requiredDexterity int
classSpecific d2enum.Hero
identitified bool
crafted bool
durable bool // some items specify that they have no durability
indestructable bool
ethereal bool
throwable bool
}
type minMaxEnhanceable struct {
min int
max int
enhance int
}
// Label returns the item name
func (i *Item) Label() string {
str := i.name
if !i.attributes.identitified {
str = d2tbl.TranslateString(i.CommonRecord().NameString)
}
if i.attributes.crafted {
return d2ui.ColorTokenize(str, d2ui.ColorTokenCraftedItem)
}
if i.SetItemRecord() != nil {
return d2ui.ColorTokenize(str, d2ui.ColorTokenSetItem)
}
if i.UniqueRecord() != nil {
return d2ui.ColorTokenize(str, d2ui.ColorTokenUniqueItem)
}
numAffixes := len(i.PrefixRecords()) + len(i.SuffixRecords())
if numAffixes > 0 && numAffixes < 3 {
return d2ui.ColorTokenize(str, d2ui.ColorTokenMagicItem)
}
if numAffixes > 2 {
return d2ui.ColorTokenize(str, d2ui.ColorTokenRareItem)
}
if i.sockets != nil {
if len(i.sockets) > 0 {
return d2ui.ColorTokenize(str, d2ui.ColorTokenSocketedItem)
}
}
return d2ui.ColorTokenize(str, d2ui.ColorTokenNormalItem)
}
// Context returns the statContext that is being used to evaluate stats. for example,
// stats which are based on character level will be evaluated with the player
// as the statContext, as the player stat list will contain stats that describe the
// character level
func (i *Item) Context() d2item.StatContext {
return i.statContext
}
// SetContext sets the statContext for evaluating item stats
func (i *Item) SetContext(ctx d2item.StatContext) {
i.statContext = ctx
}
// ItemType returns the type of item
func (i *Item) ItemType() string {
return i.TypeCode
}
// ItemLevel returns the level of item
func (i *Item) ItemLevel() int {
return i.attributes.baseItemLevel
}
// TypeRecord returns the ItemTypeRecord of the item
func (i *Item) TypeRecord() *d2records.ItemTypeRecord {
return i.factory.asset.Records.Item.Types[i.TypeCode]
}
// CommonRecord returns the ItemCommonRecord of the item
func (i *Item) CommonRecord() *d2records.ItemCommonRecord {
return i.factory.asset.Records.Item.All[i.CommonCode]
}
// UniqueRecord returns the UniqueItemRecord of the item
func (i *Item) UniqueRecord() *d2records.UniqueItemRecord {
return i.factory.asset.Records.Item.Unique[i.UniqueCode]
}
// SetRecord returns the SetRecord of the item
func (i *Item) SetRecord() *d2datadict.SetRecord {
return d2datadict.SetRecords[i.SetCode]
}
// SetItemRecord returns the SetRecord of the item
func (i *Item) SetItemRecord() *d2datadict.SetItemRecord {
return d2datadict.SetItems[i.SetItemCode]
}
// PrefixRecords returns the ItemAffixCommonRecords of the prefixes of the item
func (i *Item) PrefixRecords() []*d2records.ItemAffixCommonRecord {
return affixRecords(i.PrefixCodes, i.factory.asset.Records.Item.Magic.Prefix)
}
// SuffixRecords returns the ItemAffixCommonRecords of the prefixes of the item
func (i *Item) SuffixRecords() []*d2records.ItemAffixCommonRecord {
return affixRecords(i.SuffixCodes, i.factory.asset.Records.Item.Magic.Suffix)
}
func affixRecords(
fromCodes []string,
affixes map[string]*d2records.ItemAffixCommonRecord,
) []*d2records.ItemAffixCommonRecord {
if len(fromCodes) < 1 {
return nil
}
result := make([]*d2records.ItemAffixCommonRecord, len(fromCodes))
for idx, code := range fromCodes {
rec := affixes[code]
result[idx] = rec
}
return result
}
// SlotType returns the slot type (where it can be equipped)
func (i *Item) SlotType() d2enum.EquippedSlot {
return i.slotType
}
// StatList returns the evaluated stat list
func (i *Item) StatList() d2stats.StatList {
return i.statList
}
// Description returns the full description string for the item
func (i *Item) Description() string {
return ""
}
// applyDropModifier attempts to find the necessary set, unique, or
// affix records, depending on the drop modifier given. If an unsupported
// drop modifier is supplied, it will attempt to reconcile by picked
// magic affixes as if it were a rare.
func (i *Item) applyDropModifier(modifier DropModifier) {
modifier = i.sanitizeDropModifier(modifier)
switch modifier {
case DropModifierUnique:
i.pickUniqueRecord()
if i.UniqueRecord() == nil {
i.applyDropModifier(DropModifierRare)
return
}
case DropModifierSet:
i.pickSetRecords()
if i.SetRecord() == nil || i.SetItemRecord() == nil {
i.applyDropModifier(DropModifierRare)
return
}
case DropModifierRare, DropModifierMagic:
// the method of picking stays the same for magic/rare
// but magic gets to pick more, and jewels have a special
// way of picking affixes
i.pickMagicAffixes(modifier)
case DropModifierNone:
default:
return
}
}
func (i *Item) sanitizeDropModifier(modifier DropModifier) DropModifier {
if i.TypeRecord() == nil {
i.TypeCode = i.CommonRecord().Type
}
// should this item always be normal?
if i.TypeRecord().Normal {
modifier = DropModifierNone
}
// should this item always be magic?
if i.TypeRecord().Magic {
modifier = DropModifierMagic
}
// if it isn't allowed to be rare, force it to be magic
if modifier == DropModifierRare && !i.TypeRecord().Rare {
modifier = DropModifierMagic
}
return modifier
}
func (i *Item) pickUniqueRecord() {
matches := findMatchingUniqueRecords(i.CommonRecord())
if len(matches) > 0 {
match := matches[i.rand.Intn(len(matches))]
i.UniqueCode = match.Code
}
}
func (i *Item) pickSetRecords() {
if matches := findMatchingSetItemRecords(i.CommonRecord()); len(matches) > 0 {
picked := matches[i.rand.Intn(len(matches))]
i.SetItemCode = picked.SetItemKey
if rec := i.SetItemRecord(); rec != nil {
i.SetCode = rec.SetKey
}
}
}
func (i *Item) pickMagicAffixes(mod DropModifier) {
if i.PrefixCodes == nil {
i.PrefixCodes = make([]string, 0)
}
if i.SuffixCodes == nil {
i.SuffixCodes = make([]string, 0)
}
totalAffixes, numSuffixes, numPrefixes := 0, 0, 0
switch mod {
case DropModifierRare:
if i.CommonRecord().Type == jewelItemCode {
numPrefixes, numSuffixes = rareJewelPrefixMax, rareJewelSuffixMax
totalAffixes = rareJewelAffixMax
} else {
numPrefixes, numSuffixes = rareItemPrefixMax, rareItemSuffixMax
totalAffixes = numPrefixes + numSuffixes
}
case DropModifierMagic:
numPrefixes, numSuffixes = magicItemPrefixMax, magicItemSuffixMax
totalAffixes = numPrefixes + numSuffixes
}
prefixes := i.factory.asset.Records.Item.Magic.Prefix
suffixes := i.factory.asset.Records.Item.Magic.Prefix
i.PrefixCodes = i.pickRandomAffixes(numPrefixes, totalAffixes, prefixes)
i.SuffixCodes = i.pickRandomAffixes(numSuffixes, totalAffixes, suffixes)
}
func (i *Item) pickRandomAffixes(max, totalMax int,
affixMap map[string]*d2records.ItemAffixCommonRecord) []string {
pickedCodes := make([]string, 0)
for numPicks := 0; numPicks < max; numPicks++ {
matches := i.factory.FindMatchingAffixes(i.CommonRecord(), affixMap)
if rollPrefix := i.rand.Intn(2); rollPrefix > 0 {
affixCount := len(i.PrefixRecords()) + len(i.SuffixRecords())
if len(i.PrefixRecords()) > max || affixCount > totalMax {
break
}
if len(matches) > 0 {
picked := matches[i.rand.Intn(len(matches))]
pickedCodes = append(pickedCodes, picked.Name)
}
}
}
return pickedCodes
}
// SetSeed sets the item generator seed
func (i *Item) SetSeed(seed int64) {
if i.rand == nil {
source := rand.NewSource(seed)
i.rand = rand.New(source)
}
i.Seed = seed
}
func (i *Item) init() *Item {
if i.rand == nil {
i.SetSeed(0)
}
i.generateAllProperties()
i.updateItemAttributes()
return i
}
func (i *Item) generateAllProperties() {
if i.attributes == nil {
i.attributes = &itemAttributes{}
}
// these will get updated by any generated properties
i.attributes.ethereal = false
i.attributes.indestructable = false
pools := []PropertyPool{
PropertyPoolPrefix,
PropertyPoolSuffix,
PropertyPoolUnique,
PropertyPoolSetItem,
PropertyPoolSet,
}
for _, pool := range pools {
i.generateProperties(pool)
}
}
func (i *Item) generateProperties(pool PropertyPool) {
var props []*Property
switch pool {
case PropertyPoolPrefix, PropertyPoolSuffix:
if generated := i.generateAffixProperties(pool); generated != nil {
props = generated
}
case PropertyPoolUnique:
if generated := i.generateUniqueProperties(); generated != nil {
props = generated
}
case PropertyPoolSetItem:
if generated := i.generateSetItemProperties(); generated != nil {
props = generated
}
case PropertyPoolSet: // todo set bonus handling, needs player/equipment context
}
if props == nil {
return
}
if i.properties == nil {
i.properties = make(map[PropertyPool][]*Property)
}
i.properties[pool] = props
// in the case one of the properties is a stat-less prop for indestructable/ethereal
// we need to set the item attributes to the rolled values. we use `||` here just in
// case another property has already set the flag
for propIdx := range props {
prop := props[propIdx]
switch prop.record.Code {
case propertyEthereal:
i.attributes.ethereal = i.attributes.ethereal || prop.computedBool
case propertyIndestructable:
i.attributes.indestructable = i.attributes.ethereal || prop.computedBool
}
}
}
func (i *Item) updateItemAttributes() {
i.generateName()
r := i.CommonRecord()
i.attributes = &itemAttributes{
damageOneHand: minMaxEnhanceable{
min: r.MinDamage,
max: r.MaxDamage,
},
damageTwoHand: minMaxEnhanceable{
min: r.Min2HandDamage,
max: r.Max2HandDamage,
},
damageMissile: minMaxEnhanceable{
min: r.MinMissileDamage,
max: r.MaxMissileDamage,
},
stackSize: minMaxEnhanceable{
min: r.MinStack,
max: r.MaxStack,
},
durability: minMaxEnhanceable{
min: r.Durability,
max: r.Durability,
},
baseItemLevel: r.Level,
requiredLevel: r.RequiredLevel,
requiredStrength: r.RequiredStrength,
requiredDexterity: r.RequiredDexterity,
durable: !r.NoDurability,
throwable: r.Throwable,
}
def, minDef, maxDef := 0, r.MinAC, r.MaxAC
if maxDef < minDef {
minDef, maxDef = maxDef, minDef
}
if minDef > 1 && maxDef > 1 {
def = i.rand.Intn(maxDef-minDef+1) + minDef
}
i.attributes.defense = def
}
func (i *Item) generateAffixProperties(pool PropertyPool) []*Property {
var affixRecords []*d2records.ItemAffixCommonRecord
switch pool {
case PropertyPoolPrefix:
affixRecords = i.PrefixRecords()
case PropertyPoolSuffix:
affixRecords = i.SuffixRecords()
default:
return nil
}
if affixRecords == nil || len(affixRecords) < 1 {
return nil
}
result := make([]*Property, 0)
// for each prefix
for recIdx := range affixRecords {
affix := affixRecords[recIdx]
// for each modifier
for modIdx := range affix.Modifiers {
mod := affix.Modifiers[modIdx]
prop := i.factory.NewProperty(mod.Code, mod.Parameter, mod.Min, mod.Max)
if prop == nil {
continue
}
result = append(result, prop)
}
}
return result
}
func (i *Item) generateUniqueProperties() []*Property {
if i.UniqueRecord() == nil {
return nil
}
result := make([]*Property, 0)
for propIdx := range i.UniqueRecord().Properties {
propInfo := i.UniqueRecord().Properties[propIdx]
// sketchy ass unique records, the param should be an int but sometimes it's the name
// of a skill, which needs to be converted to the skill index
paramStr := getStringComponent(propInfo.Parameter)
paramInt := getNumericComponent(propInfo.Parameter)
if paramStr != "" {
for skillID := range i.factory.asset.Records.Skill.Details {
if i.factory.asset.Records.Skill.Details[skillID].Skill == paramStr {
paramInt = skillID
}
}
}
prop := i.factory.NewProperty(propInfo.Code, paramInt, propInfo.Min, propInfo.Max)
if prop == nil {
continue
}
result = append(result, prop)
}
return result
}
func (i *Item) generateSetItemProperties() []*Property {
if i.SetItemRecord() == nil {
return nil
}
result := make([]*Property, 0)
for propIdx := range i.SetItemRecord().Properties {
setProp := i.SetItemRecord().Properties[propIdx]
// like with unique records, the property param is sometimes a skill name
// as a string, not an integer index
paramStr := getStringComponent(setProp.Parameter)
paramInt := getNumericComponent(setProp.Parameter)
if paramStr != "" {
for skillID := range i.factory.asset.Records.Skill.Details {
if i.factory.asset.Records.Skill.Details[skillID].Skill == paramStr {
paramInt = skillID
}
}
}
prop := i.factory.NewProperty(setProp.Code, paramInt, setProp.Min, setProp.Max)
if prop == nil {
continue
}
result = append(result, prop)
}
return result
}
func (i *Item) generateName() {
if i.SetItemRecord() != nil {
i.name = d2tbl.TranslateString(i.SetItemRecord().SetItemKey)
return
}
if i.UniqueRecord() != nil {
i.name = d2tbl.TranslateString(i.UniqueRecord().Name)
return
}
name := d2tbl.TranslateString(i.CommonRecord().NameString)
numAffixes := 0
if prefixes := i.PrefixRecords(); prefixes != nil {
numAffixes += len(prefixes)
}
if suffixes := i.SuffixRecords(); suffixes != nil {
numAffixes += len(suffixes)
}
// if it has 1 to 2 affixes, it's a magic item, and we just put the current item
// name between the prefix and suffix strings
if numAffixes > 0 && numAffixes < 3 {
if len(i.PrefixRecords()) > 0 {
affix := i.PrefixRecords()[i.rand.Intn(len(i.PrefixRecords()))]
name = fmt.Sprintf("%s %s", affix.Name, name)
}
if len(i.SuffixRecords()) > 0 {
affix := i.SuffixRecords()[i.rand.Intn(len(i.SuffixRecords()))]
name = fmt.Sprintf("%s %s", name, affix.Name)
}
}
// if it has more than 2 affixes, it's a rare item
// rare items use entries from rareprefix.txt and raresuffix.txt to make their names,
// and the prefix and suffix actually go before thec current item name
if numAffixes >= 3 {
i.rand.Seed(i.Seed)
numPrefix, numSuffix := len(d2datadict.RarePrefixes), len(d2datadict.RareSuffixes)
preIdx, sufIdx := i.rand.Intn(numPrefix), i.rand.Intn(numSuffix)
prefix := d2datadict.RarePrefixes[preIdx].Name
suffix := d2datadict.RareSuffixes[sufIdx].Name
name = fmt.Sprintf("%s %s\n%s", strings.Title(prefix), strings.Title(suffix), name)
}
i.name = name
}
// GetStatStrings is a test function for getting all stat strings
func (i *Item) GetStatStrings() []string {
result := make([]string, 0)
stats := make([]d2stats.Stat, 0)
for pool := range i.properties {
propPool := i.properties[pool]
if propPool == nil {
continue
}
for propIdx := range propPool {
if propPool[propIdx] == nil {
continue
}
prop := propPool[propIdx]
for statIdx := range prop.stats {
stats = append(stats, prop.stats[statIdx])
}
}
}
if len(stats) > 0 {
stats = i.factory.stat.NewStatList(stats...).ReduceStats().Stats()
}
sort.Slice(stats, func(i, j int) bool { return stats[i].Priority() > stats[j].Priority() })
for statIdx := range stats {
statStr := stats[statIdx].String()
if statStr != "" {
result = append(result, statStr)
}
}
return result
}
func findMatchingUniqueRecords(icr *d2records.ItemCommonRecord) []*d2datadict.UniqueItemRecord {
result := make([]*d2datadict.UniqueItemRecord, 0)
c1, c2, c3, c4 := icr.Code, icr.NormalCode, icr.UberCode, icr.UltraCode
for uCode := range d2datadict.UniqueItems {
uRec := d2datadict.UniqueItems[uCode]
switch uCode {
case c1, c2, c3, c4:
result = append(result, uRec)
}
}
return result
}
// find possible SetItemRecords that the given ItemCommonRecord can have
func findMatchingSetItemRecords(icr *d2records.ItemCommonRecord) []*d2datadict.SetItemRecord {
result := make([]*d2datadict.SetItemRecord, 0)
c1, c2, c3, c4 := icr.Code, icr.NormalCode, icr.UberCode, icr.UltraCode
for setItemIdx := range d2datadict.SetItems {
switch d2datadict.SetItems[setItemIdx].ItemCode {
case c1, c2, c3, c4:
result = append(result, d2datadict.SetItems[setItemIdx])
}
}
return result
}
// these functions are to satisfy the inventory grid item interface
// GetInventoryItemName returns the item name
func (i *Item) GetInventoryItemName() string {
return i.Label()
}
// GetInventoryItemType returns whether the item is a weapon, armor, or misc item
func (i *Item) GetInventoryItemType() d2enum.InventoryItemType {
typeCode := i.TypeRecord().Code
armorEquiv := i.factory.asset.Records.Item.Equivalency["armo"]
weaponEquiv := i.factory.asset.Records.Item.Equivalency["weap"]
for idx := range armorEquiv {
if armorEquiv[idx].Code == typeCode {
return d2enum.InventoryItemTypeArmor
}
}
for idx := range weaponEquiv {
if weaponEquiv[idx].Code == typeCode {
return d2enum.InventoryItemTypeWeapon
}
}
return d2enum.InventoryItemTypeItem
}
func (i *Item) InventoryGridSize() (width, height int) {
r := i.CommonRecord()
return r.InventoryWidth, r.InventoryHeight
}
func (i *Item) GetItemCode() string {
return i.CommonRecord().Code
}
func (i *Item) Serialize() []byte {
panic("item serialization not yet implemented")
}
func (i *Item) InventoryGridSlot() (x, y int) {
return i.GridX, i.GridY
}
func (i *Item) SetInventoryGridSlot(x, y int) {
i.GridX, i.GridY = x, y
}
func (i *Item) GetInventoryGridSize() (x, y int) {
return i.GridX, i.GridY
}
func (i *Item) Identify() *Item {
i.attributes.identitified = true
return i
}
// from a string table
const (
reqNotMet = "ItemStats1a" // "Requirements not met",
unidentified = "ItemStats1b" // "Unidentified",
charges = "ItemStats1c" // "Charges:",
durability = "ItemStats1d" // "Durability:",
reqStrength = "ItemStats1e" // "Required Strength:",
reqDexterity = "ItemStats1f" // "Required Dexterity:",
damage = "ItemStats1g" // "Damage:",
defense = "ItemStats1h" // "Defense:",
quantity = "ItemStats1i" // "Quantity:",
of = "ItemStats1j" // "of",
to = "to" // "to"
damage1h = "ItemStats1l" // "One-Hand Damage:",
damage2h = "ItemStats1m" // "Two-Hand Damage:",
damageThrow = "ItemStats1n" // "Throw Damage:",
damageSmite = "ItemStats1o" // "Smite Damage:",
reqLevel = "ItemStats1p" // "Required Level:",
)
func (i *Item) GetItemDescription() []string {
lines := make([]string, 0)
common := i.CommonRecord()
lines = append(lines, i.Label())
str := ""
if common.MinAC > 0 {
min, max := common.MinAC, common.MaxAC
str = fmt.Sprintf("%s %v %s %v", d2tbl.TranslateString(defense), min, d2tbl.TranslateString(to), max)
str = d2ui.ColorTokenize(str, d2ui.ColorTokenWhite)
lines = append(lines, str)
}
if common.MinDamage > 0 {
min, max := common.MinDamage, common.MaxDamage
str = fmt.Sprintf("%s %v %s %v", d2tbl.TranslateString(damage1h), min, d2tbl.TranslateString(to), max)
str = d2ui.ColorTokenize(str, d2ui.ColorTokenWhite)
lines = append(lines, str)
}
if common.Min2HandDamage > 0 {
min, max := common.Min2HandDamage, common.Max2HandDamage
str = fmt.Sprintf("%s %v %s %v", d2tbl.TranslateString(damage2h), min, d2tbl.TranslateString(to), max)
str = d2ui.ColorTokenize(str, d2ui.ColorTokenWhite)
lines = append(lines, str)
}
if common.MinMissileDamage > 0 {
min, max := common.MinMissileDamage, common.MaxMissileDamage
str = fmt.Sprintf("%s %v %s %v", d2tbl.TranslateString(damageThrow), min, d2tbl.TranslateString(to), max)
str = d2ui.ColorTokenize(str, d2ui.ColorTokenWhite)
lines = append(lines, str)
}
if common.RequiredStrength > 1 {
str = fmt.Sprintf("%s %v", d2tbl.TranslateString(reqStrength), common.RequiredStrength)
str = d2ui.ColorTokenize(str, d2ui.ColorTokenWhite)
lines = append(lines, str)
}
if common.RequiredDexterity > 1 {
str = fmt.Sprintf("%s %v", d2tbl.TranslateString(reqDexterity), common.RequiredDexterity)
str = d2ui.ColorTokenize(str, d2ui.ColorTokenWhite)
lines = append(lines, str)
}
if common.RequiredLevel > 1 {
str = fmt.Sprintf("%s %v", d2tbl.TranslateString(reqLevel), common.RequiredLevel)
str = d2ui.ColorTokenize(str, d2ui.ColorTokenWhite)
lines = append(lines, str)
}
statStrings := i.GetStatStrings()
for _, statStr := range statStrings {
str = d2ui.ColorTokenize(statStr, d2ui.ColorTokenBlue)
lines = append(lines, str)
}
return lines
}