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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-30 19:15:22 +00:00
OpenDiablo2/d2core/d2stats/diablo2stats/stat_factory.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

137 lines
3.3 KiB
Go

package diablo2stats
import (
"fmt"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2tbl"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2stats"
)
func NewStatFactory(asset *d2asset.AssetManager) (*StatFactory, error) {
factory := &StatFactory{asset: asset}
return factory, nil
}
// StatFactory is responsible for creating stats
type StatFactory struct {
asset *d2asset.AssetManager
}
// NewStat creates a stat instance with the given record and values
func (f *StatFactory) NewStat(key string, values ...float64) d2stats.Stat {
record := f.asset.Records.Item.Stats[key]
if record == nil {
return nil
}
stat := &diablo2Stat{
factory: f,
record: record,
}
stat.init(values...) // init stat values, value types, and value combination rules
return stat
}
// NewStatList creates a stat list
func (f *StatFactory) NewStatList(stats ...d2stats.Stat) d2stats.StatList {
return &Diablo2StatList{stats}
}
// NewValue creates a stat value of the given type
func (f *StatFactory) NewValue(t d2stats.StatNumberType, c d2stats.ValueCombineType) d2stats.StatValue {
sv := &Diablo2StatValue{
numberType: t,
combineType: c,
}
switch t {
case d2stats.StatValueFloat:
sv.stringerFn = f.stringerUnsignedFloat
case d2stats.StatValueInt:
sv.stringerFn = f.stringerUnsignedInt
default:
sv.stringerFn = f.stringerEmpty
}
return sv
}
const (
monsterNotFound = "{Monster not found!}"
)
func (f *StatFactory) getHeroMap() []d2enum.Hero {
return []d2enum.Hero{
d2enum.HeroAmazon,
d2enum.HeroSorceress,
d2enum.HeroNecromancer,
d2enum.HeroPaladin,
d2enum.HeroBarbarian,
d2enum.HeroDruid,
d2enum.HeroAssassin,
}
}
func (f *StatFactory) stringerUnsignedInt(sv d2stats.StatValue) string {
return fmt.Sprintf("%d", sv.Int())
}
func (f *StatFactory) stringerUnsignedFloat(sv d2stats.StatValue) string {
return fmt.Sprintf("%.2f", sv.Float())
}
func (f *StatFactory) stringerEmpty(_ d2stats.StatValue) string {
return ""
}
func (f *StatFactory) stringerIntSigned(sv d2stats.StatValue) string {
return fmt.Sprintf("%+d", sv.Int())
}
func (f *StatFactory) stringerIntPercentageSigned(sv d2stats.StatValue) string {
return fmt.Sprintf("%+d%%", sv.Int())
}
func (f *StatFactory) stringerIntPercentageUnsigned(sv d2stats.StatValue) string {
return fmt.Sprintf("%d%%", sv.Int())
}
func (f *StatFactory) stringerClassAllSkills(sv d2stats.StatValue) string {
heroIndex := sv.Int()
heroMap := f.getHeroMap()
classRecord := f.asset.Records.Character.Stats[heroMap[heroIndex]]
return d2tbl.TranslateString(classRecord.SkillStrAll)
}
func (f *StatFactory) stringerClassOnly(sv d2stats.StatValue) string {
heroMap := f.getHeroMap()
heroIndex := sv.Int()
classRecord := f.asset.Records.Character.Stats[heroMap[heroIndex]]
classOnlyKey := classRecord.SkillStrClassOnly
return d2tbl.TranslateString(classOnlyKey)
}
func (f *StatFactory) stringerSkillName(sv d2stats.StatValue) string {
skillRecord := f.asset.Records.Skill.Details[sv.Int()]
return skillRecord.Skill
}
func (f *StatFactory) stringerMonsterName(sv d2stats.StatValue) string {
for key := range f.asset.Records.Monster.Stats {
if f.asset.Records.Monster.Stats[key].ID == sv.Int() {
return f.asset.Records.Monster.Stats[key].NameString
}
}
return monsterNotFound
}