add belt type to calculate potion capacity

This commit is contained in:
Héctor Giménez
2023-05-13 14:29:15 +09:00
parent e71e9b37c5
commit bc1c9583bd
2 changed files with 32 additions and 5 deletions

View File

@@ -1,6 +1,10 @@
package data
import "strings"
import (
"strings"
"github.com/hectorgimenez/d2go/pkg/data/item"
)
const (
HealingPotion PotionType = "HealingPotion"
@@ -8,10 +12,13 @@ const (
RejuvenationPotion PotionType = "RejuvenationPotion"
)
type Belt []Item
type Belt struct {
Items []Item
Name item.Name
}
func (b Belt) GetFirstPotion(potionType PotionType) (Position, bool) {
for _, i := range b {
for _, i := range b.Items {
// Ensure potion is in row 0 and one of the four columns
if strings.Contains(string(i.Name), string(potionType)) && i.Position.Y == 0 && (i.Position.X == 0 || i.Position.X == 1 || i.Position.X == 2 || i.Position.X == 3) {
return i.Position, true
@@ -21,4 +28,17 @@ func (b Belt) GetFirstPotion(potionType PotionType) (Position, bool) {
return Position{}, false
}
func (b Belt) Rows() int {
switch b.Name {
case "":
return 1
case "Sash", "LightBelt":
return 2
case "Belt", "HeavyBelt":
return 3
default:
return 4
}
}
type PotionType string

View File

@@ -1,11 +1,12 @@
package memory
import (
"sort"
"github.com/hectorgimenez/d2go/pkg/data"
"github.com/hectorgimenez/d2go/pkg/data/item"
"github.com/hectorgimenez/d2go/pkg/data/stat"
"github.com/hectorgimenez/d2go/pkg/utils"
"sort"
)
func (gd *GameReader) Items(playerPosition data.Position) data.Items {
@@ -15,6 +16,7 @@ func (gd *GameReader) Items(playerPosition data.Position) data.Items {
unitTableBuffer := gd.Process.ReadBytesFromMemory(baseAddr, 128*8)
items := data.Items{}
belt := data.Belt{}
for i := 0; i < 128; i++ {
itemOffset := 8 * i
itemUnitPtr := uintptr(ReadUIntFromBuffer(unitTableBuffer, uint(itemOffset), Uint64))
@@ -82,8 +84,11 @@ func (gd *GameReader) Items(playerPosition data.Position) data.Items {
}
case 1:
items.Equipped = append(items.Equipped, itm)
if itm.Type() == "belt" {
belt.Name = itm.Name
}
case 2:
items.Belt = append(items.Belt, itm)
belt.Items = append(belt.Items, itm)
case 3, 5:
items.Ground = append(items.Ground, itm)
}
@@ -92,6 +97,8 @@ func (gd *GameReader) Items(playerPosition data.Position) data.Items {
}
}
items.Belt = belt
sort.SliceStable(items.Ground, func(i, j int) bool {
distanceI := utils.DistanceFromPoint(playerPosition, items.Ground[i].Position)
distanceJ := utils.DistanceFromPoint(playerPosition, items.Ground[j].Position)