improve item, them owner

This commit is contained in:
vietdungdev
2026-05-08 21:26:09 +07:00
parent 839b04fd89
commit 094eda658f
2 changed files with 25 additions and 24 deletions

View File

@@ -13,20 +13,17 @@ type Inventory struct {
Gold int Gold int
StashedGold [6]int // [0]=personal, [1..5]=shared stash pages StashedGold [6]int // [0]=personal, [1..5]=shared stash pages
SharedStashPages int // Number of shared stash units detected (3=non-DLC, 5+=DLC) SharedStashPages int // Number of shared stash units detected (3=non-DLC, 5+=DLC)
MySharedStashPage int // 1-based page index belonging to the current player (0 if not in party)
} }
func (i Inventory) CheckMySharedItem(it Item) bool { func isPlayerItem(owner UnitID, it Item) bool {
if i.MySharedStashPage == 0 { if it.Location.LocationType != item.LocationMercenary && (owner == it.Owner || it.Owner == 1) {
return true return true
} }
if it.Location.LocationType != item.LocationSharedStash {
return true return false
}
return it.Location.Page == i.MySharedStashPage
} }
func (i Inventory) Find(name item.Name, locations ...item.LocationType) (Item, bool) { func (i Inventory) Find(owner UnitID, name item.Name, locations ...item.LocationType) (Item, bool) {
for _, it := range i.AllItems { for _, it := range i.AllItems {
if strings.EqualFold(string(it.Name), string(name)) { if strings.EqualFold(string(it.Name), string(name)) {
// If no locations are specified, return the first item found // If no locations are specified, return the first item found
@@ -35,7 +32,7 @@ func (i Inventory) Find(name item.Name, locations ...item.LocationType) (Item, b
} }
for _, l := range locations { for _, l := range locations {
if it.Location.LocationType == l && i.CheckMySharedItem(it) { if it.Location.LocationType == l || it.Owner == owner {
return it, true return it, true
} }
} }
@@ -45,9 +42,9 @@ func (i Inventory) Find(name item.Name, locations ...item.LocationType) (Item, b
return Item{}, false return Item{}, false
} }
func (i Inventory) FindByID(unitID UnitID) (Item, bool) { func (i Inventory) FindByID(owner UnitID, unitID UnitID) (Item, bool) {
for _, it := range i.AllItems { for _, it := range i.AllItems {
if it.UnitID == unitID && i.CheckMySharedItem(it) { if it.UnitID == unitID || it.Owner == owner {
return it, true return it, true
} }
} }
@@ -55,12 +52,12 @@ func (i Inventory) FindByID(unitID UnitID) (Item, bool) {
return Item{}, false return Item{}, false
} }
func (i Inventory) ByLocation(locations ...item.LocationType) []Item { func (i Inventory) ByLocation(owner UnitID, locations ...item.LocationType) []Item {
var items []Item var items []Item
for _, it := range i.AllItems { for _, it := range i.AllItems {
for _, l := range locations { for _, l := range locations {
if it.Location.LocationType == l && i.CheckMySharedItem(it) { if it.Location.LocationType == l || it.Owner == owner {
items = append(items, it) items = append(items, it)
} }
} }
@@ -69,9 +66,9 @@ func (i Inventory) ByLocation(locations ...item.LocationType) []Item {
return items return items
} }
func (i Inventory) Matrix() [4][10]bool { func (i Inventory) Matrix(owner UnitID) [4][10]bool {
invMatrix := [4][10]bool{} // false = empty, true = occupied invMatrix := [4][10]bool{} // false = empty, true = occupied
for _, itm := range i.ByLocation(item.LocationInventory) { for _, itm := range i.ByLocation(owner, item.LocationInventory) {
for k := range itm.Desc().InventoryWidth { for k := range itm.Desc().InventoryWidth {
for j := range itm.Desc().InventoryHeight { for j := range itm.Desc().InventoryHeight {
invMatrix[itm.Position.Y+j][itm.Position.X+k] = true invMatrix[itm.Position.Y+j][itm.Position.X+k] = true
@@ -98,6 +95,7 @@ type ItemAffixes struct {
type Item struct { type Item struct {
ID int ID int
UnitID UnitID
Owner UnitID
Name item.Name Name item.Name
Quality item.Quality Quality item.Quality
IdentifiedName string IdentifiedName string

View File

@@ -54,7 +54,6 @@ func (gd *GameReader) Inventory(rawPlayerUnits RawPlayerUnits, hover data.HoverD
Gold: inventoryGold.Value, Gold: inventoryGold.Value,
StashedGold: stashedGold, StashedGold: stashedGold,
SharedStashPages: len(stashPlayerUnitOrder), SharedStashPages: len(stashPlayerUnitOrder),
MySharedStashPage: int(stashUnitIDToPage[uint(mainPlayer.UnitID)]),
} }
belt := data.Belt{} belt := data.Belt{}
@@ -132,6 +131,7 @@ func (gd *GameReader) Inventory(rawPlayerUnits RawPlayerUnits, hover data.HoverD
itm := &data.Item{ itm := &data.Item{
ID: int(txtFileNo), ID: int(txtFileNo),
UnitID: data.UnitID(unitID), UnitID: data.UnitID(unitID),
Owner: data.UnitID(itemOwnerNPC),
Name: item.GetNameByEnum(txtFileNo), Name: item.GetNameByEnum(txtFileNo),
Quality: item.Quality(itemQuality), Quality: item.Quality(itemQuality),
Position: data.Position{ Position: data.Position{
@@ -142,6 +142,9 @@ func (gd *GameReader) Inventory(rawPlayerUnits RawPlayerUnits, hover data.HoverD
Sockets: make([]data.Item, 0), Sockets: make([]data.Item, 0),
UniqueSetID: txtUniqueSet, UniqueSetID: txtUniqueSet,
} }
if itm.Owner == 1 {
itm.Owner = mainPlayer.UnitID
}
// Set item properties // Set item properties
setProperties(itm, uint32(flags)) setProperties(itm, uint32(flags))