mirror of
https://github.com/araxiaonline/wow-item-generator.git
synced 2026-06-13 03:02:22 -04:00
967 lines
30 KiB
Go
967 lines
30 KiB
Go
package items
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import (
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"errors"
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"fmt"
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"log"
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"math"
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"math/rand/v2"
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"reflect"
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"slices"
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"strings"
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"time"
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"github.com/araxiaonline/endgame-item-generator/internal/config"
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"github.com/araxiaonline/endgame-item-generator/internal/db/mysql"
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"github.com/araxiaonline/endgame-item-generator/internal/spells"
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)
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/**
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* For details about values of item int values use link below
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* @link https://www.azerothcore.org/wiki/item_template
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*/
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type Item struct {
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mysql.DbItem
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StatsMap map[int]*ItemStat
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ConvStatCount int
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Spells []spells.Spell
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Difficulty int
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}
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// Use for storing item stats for all stats that will be scaled.
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type ItemStat struct {
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Value int
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Percent float64
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Type string
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AdjValue float64
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}
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type StatScaleParams struct {
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ItemLevel int
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NewItemLevel int
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Quality int
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ItemType int
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StatTypeId int
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StatValue int
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}
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// Create a new item from the database item
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func ItemFromDbItem(dbItem mysql.DbItem) Item {
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return Item{
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DbItem: dbItem,
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}
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}
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func (item Item) GetDifficulty() int {
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return item.Difficulty
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}
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func (item *Item) SetDifficulty(difficulty int) {
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item.Difficulty = difficulty
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}
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// Get the primary stat for an item (strength, agility, intellect, spirit, stamina)
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func (item Item) GetPrimaryStat() (int, int, error) {
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var primaryStat int64
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var primaryVal int64
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for i := 1; i < 11; i++ {
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statType, err := item.GetField(fmt.Sprintf("StatType%v", i))
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if err != nil {
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log.Printf("Failed to get stat type %v for item: %v", i, item.Name)
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continue
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}
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if statType < 3 || statType > 7 {
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continue
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}
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val, err := item.GetField(fmt.Sprintf("StatValue%v", i))
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if err != nil {
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log.Printf("Failed to get stat value %v for item: %v", i, item.Name)
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continue
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}
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if val == 0 {
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continue
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}
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if int64(val) > primaryVal {
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primaryVal = int64(val)
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primaryStat = int64(statType)
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}
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}
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return int(primaryStat), int(primaryVal), nil
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}
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/**
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* Get the statIds for anitem as a slice of integers
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* @return []int
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*/
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func (item Item) GetStatList() ([]int, error) {
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statList := []int{}
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// Also need to get spells that on the item that convert to stats
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spells, err := item.GetSpells()
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if err != nil {
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log.Printf("Failed to get spells for item: %v", err)
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return nil, err
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}
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for _, spell := range spells {
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convStats, err := spell.ConvertToStats()
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if err != nil {
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log.Printf("Failed to convert spell to stats: %v for spell %v", err, spell.Name)
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continue
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}
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if len(convStats) == 0 {
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continue
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}
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for _, convStat := range convStats {
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statList = append(statList, convStat.StatType)
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}
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}
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for i := 1; i < 11; i++ {
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val, err := item.GetField(fmt.Sprintf("StatValue%v", i))
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if err != nil {
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log.Printf("Failed to get stat value %v for item: %v", i, item.Name)
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continue
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}
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if val == 0 {
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continue
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}
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statId, err := item.GetField(fmt.Sprintf("StatType%v", i))
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if err != nil {
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log.Printf("Failed to get stat type %v for item: %s", i, item.Name)
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continue
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}
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statList = append(statList, statId)
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slices.Sort(statList)
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}
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return statList, nil
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}
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func (i Item) GetDpsModifier() (float64, error) {
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if i.Subclass == nil {
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return 0, fmt.Errorf("subclass on the item is not set")
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}
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if i.Quality == nil {
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return 0, fmt.Errorf("quality is not set")
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}
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typeModifier := 0.0
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// Is a One-Handed Weapon
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if *i.Subclass == 0 || *i.Subclass == 4 || *i.Subclass == 13 || *i.Subclass == 15 || *i.Subclass == 7 {
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typeModifier = 0.58
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}
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// Is a Two-Handed Weapon
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if *i.Subclass == 1 || *i.Subclass == 5 || *i.Subclass == 6 || *i.Subclass == 8 || *i.Subclass == 10 || *i.Subclass == 17 {
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typeModifier = 0.85
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}
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// Ranged Weapons
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if *i.Subclass == 2 || *i.Subclass == 3 || *i.Subclass == 16 || *i.Subclass == 18 {
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typeModifier = 0.70
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}
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// Wands
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if *i.Subclass == 19 {
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typeModifier = 0.70
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}
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qualityModifier := 1.0
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// Add the quality modifier for the DPS calculation
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qualityModifier = config.QualityModifiers[*i.Quality]
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if typeModifier == 0 {
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return 0, fmt.Errorf("Item subclass is not a weapon %v", *i.Subclass)
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}
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return (qualityModifier * typeModifier), nil
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}
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// Get the current expected DPS of the item bsed on the min and max damage and delay
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func (item Item) GetDPS() (float64, error) {
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if item.MinDmg1 == nil || item.MaxDmg1 == nil {
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return 0, fmt.Errorf("MinDmg1 or MaxDmg1 is not set")
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}
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if item.Delay == nil {
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return 0, fmt.Errorf("delay is not set")
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}
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dps := math.Round(((float64(*item.MinDmg1)+float64(*item.MaxDmg1))/2.0)/(float64(*item.Delay)/1000.0)*100) / 100
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return dps, nil
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}
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// Scales and items dps damage numbers based on a desired item level.
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func (item *Item) ScaleDPS(oldLevel, level int) (float64, error) {
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if item.ItemLevel == nil {
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return 0, fmt.Errorf("ItemLevel is not set")
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}
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if item.Delay == nil {
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return 0, fmt.Errorf("delay is not set")
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}
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modifier, err := item.GetDpsModifier()
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if err != nil {
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log.Fatalf("Error getting DPS modifier: %v", err)
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return 0.0, err
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}
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scalingFactor := math.Pow(float64(level)/float64(oldLevel), 1.012)
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dps := modifier * float64(level) * scalingFactor
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adjDps := (dps * (*item.Delay / 1000) / 100)
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//(((Y8*Y4)/100))*((100 - Y5)) Forumula from Weapon Item Genertor
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minimum := adjDps * float64(100-(rand.IntN(15)+22))
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maximum := adjDps * float64(100+(rand.IntN(15)+28))
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// If the weapon has secondary damage, scale that as well based on the ratio of the primary damage
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if *item.MinDmg2 != 0 && *item.MaxDmg2 != 0 {
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ratioMin := float64(*item.MinDmg2) / float64(*item.MinDmg1)
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ratioMax := float64(*item.MaxDmg2) / float64(*item.MaxDmg1)
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minimum2 := ratioMin * float64(minimum)
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maximum2 := ratioMax * float64(maximum)
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minimum2 = math.Ceil(minimum2)
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maximum2 = math.Ceil(maximum2)
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item.MinDmg2 = &minimum2
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item.MaxDmg2 = &maximum2
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// In order to balance the original scale of the secondary damage from primary
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minimum = minimum - float64(minimum2)*0.85
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maximum = maximum - float64(maximum2)*0.85
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}
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minimum = math.Ceil(minimum)
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maximum = math.Ceil(maximum)
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// item.MinDmg1 = &minimum
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// var min int = int(minimum)
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// var max int = int(maximum)
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item.MinDmg1 = &minimum
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item.MaxDmg1 = &maximum
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dps, _ = item.GetDPS()
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return dps, nil
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}
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// Create a Map of stat percentages based on the current stat and how budgets are caluated
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func (item Item) GetStatPercents(spellStats []spells.ConvItemStat) map[int]*ItemStat {
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statMap := make(map[int]*ItemStat)
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statBudget := 0.0
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values := reflect.ValueOf(item)
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for i := 1; i < 11; i++ {
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var statValue = values.FieldByName(fmt.Sprintf("StatValue%v", i)).Elem().Int()
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var statType = values.FieldByName(fmt.Sprintf("StatType%v", i)).Elem().Int()
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if statValue == 0 {
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continue
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}
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adjValue := float64(statValue) / config.StatModifiers[int(statType)]
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statBudget += adjValue
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statMap[int(statType)] = &ItemStat{
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Value: int(statValue),
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Percent: 0.0,
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Type: "Item",
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AdjValue: adjValue,
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}
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}
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// Calculate the total budget for the spell stats if we have some
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for _, spellStat := range spellStats {
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statBudget += float64(spellStat.Budget)
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statMap[spellStat.StatType] = &ItemStat{
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Value: spellStat.StatValue,
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Percent: 0.0,
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Type: "Spell",
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AdjValue: float64(spellStat.Budget),
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}
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}
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// Combine all stats and calculate percentages for each stat
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for statId, stat := range statMap {
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statMap[statId].Percent = math.Round(float64(stat.AdjValue)/statBudget*100) / 100
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}
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return statMap
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}
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// get an array of all the spells set on the item
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func (item *Item) GetSpells() ([]spells.Spell, error) {
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// dont reload for the same item .
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if len(item.Spells) > 0 {
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return item.Spells, nil
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}
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spellList := []spells.Spell{}
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values := reflect.ValueOf(item)
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for i := 1; i < 4; i++ {
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spellId := values.Elem().FieldByName(fmt.Sprintf("SpellId%v", i)).Elem().Int()
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if spellId == 0 {
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continue
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}
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if spellId == -1 {
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continue
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}
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db, err := mysql.GetDb()
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if err != nil {
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return nil, err
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}
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dbspell, err := db.GetSpell(int(spellId))
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if err != nil {
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log.Printf("failed to get the spell: %v error: %v", spellId, err)
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continue
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}
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spell := spells.Spell{
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DbSpell: dbspell,
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ItemSpellSlot: i,
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}
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spellList = append(spellList, spell)
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}
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item.Spells = spellList
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return spellList, nil
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}
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func (item *Item) GetNonStatSpells() ([]spells.Spell, error) {
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nonStatSpells := []spells.Spell{}
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for i := 1; i < 4; i++ {
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spellId, err := item.GetField(fmt.Sprintf("SpellId%v", i))
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if err != nil {
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log.Printf("Failed to get spell id %v", i)
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continue
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}
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if spellId == 0 {
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continue
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}
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db, err := mysql.GetDb()
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if err != nil {
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return nil, err
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}
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dbSpell, err := db.GetSpell(spellId)
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if err != nil {
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log.Printf("Failed to get spell %v", spellId)
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continue
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}
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spell := spells.Spell{
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DbSpell: dbSpell,
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}
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// Need to handle extended spell casts basically when a spell casts another spell and the base points are there
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// instead of with the item itself.
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// Can just create a new spell with base points, type and remove triggerspell and see what happens?
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// For now just skip anything not in our list.
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if spell.EffectAura1 == 42 || spell.EffectAura2 == 42 || spell.EffectAura3 == 42 {
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continue
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}
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spell.ItemSpellSlot = i
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nonStatSpells = append(nonStatSpells, spell)
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}
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return nonStatSpells, nil
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}
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// Applies status of one item to another overwriting the current stats
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func (item *Item) ApplyStats(otherItem Item) (success bool, err error) {
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for i := 1; i < 11; i++ {
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statType, err := otherItem.GetField(fmt.Sprintf("StatType%v", i))
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if err != nil {
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return false, err
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}
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statValue, err := otherItem.GetField(fmt.Sprintf("StatValue%v", i))
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if err != nil {
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return false, err
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}
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item.UpdateField(fmt.Sprintf("StatType%v", i), statType)
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item.UpdateField(fmt.Sprintf("StatValue%v", i), statValue)
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}
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if otherItem.SocketColor1 != nil {
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item.SocketColor1 = otherItem.SocketColor1
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item.SocketContent1 = otherItem.SocketContent1
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}
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if otherItem.SocketColor2 != nil {
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item.SocketColor2 = otherItem.SocketColor2
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item.SocketContent2 = otherItem.SocketContent2
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}
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if otherItem.SocketColor3 != nil {
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item.SocketColor3 = otherItem.SocketColor3
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item.SocketContent3 = otherItem.SocketContent3
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}
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item.ItemLevel = otherItem.ItemLevel
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if otherItem.Armor != nil {
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item.Armor = otherItem.Armor
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}
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return true, nil
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}
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// Stat Formula scaler
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// Ceiling of ((ItemLevel * QualityModifier * ItemTypeModifier)^1.7095 * %ofStats) ^ (1/1.7095)) / StatModifier
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// i.e) Green Strength Helmet (((100 * 1.1 * 1.0)^1.705) * 1)^(1/1.7095) / 1.0 = 110 Strength on item
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func (item *Item) ScaleItem(itemLevel int, itemQuality int) (bool, error) {
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var allSpellStats []spells.ConvItemStat
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if item.ItemLevel == nil {
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return false, errors.New("field itemLevel is not set")
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}
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if item.Quality == nil {
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return false, errors.New("field quality is not set")
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}
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fromItemLevel := *item.ItemLevel
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*item.ItemLevel = itemLevel
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// if an item quality is being forced than use it intead
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if *item.Quality < itemQuality {
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*item.Quality = itemQuality
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}
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log.Printf("Scaling item %v %v to item level %v and quality %v", item.Name, item.Entry, itemLevel, *item.Quality)
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// Get all the spell Stats on the item we can convert
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spellList, err := item.GetSpells()
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if err != nil {
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log.Printf("Failed to get spells for item: %v", err)
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return false, err
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}
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for i := 0; i < len(spellList); i++ {
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log.Printf("Spell %v (%v) Effect %v AuraEffect %v Spell Desc: %v basePoints %v", spellList[i].Name, spellList[i].ID, spellList[i].Effect1, spellList[i].EffectAura1, spellList[i].Description, spellList[i].EffectBasePoints1)
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convStats, err := spellList[i].ConvertToStats()
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if err != nil {
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log.Printf("Failed to convert spell to stats: %v for spell %v", err, spellList[i].Name)
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continue
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}
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if len(convStats) != 0 {
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item.UpdateField(fmt.Sprintf("SpellId%v", i+1), 0)
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item.UpdateField(fmt.Sprintf("SpellTrigger%v", i+1), 0)
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}
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allSpellStats = append(allSpellStats, convStats...)
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}
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allStats := item.GetStatPercents(allSpellStats)
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for statId, stat := range allStats {
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origValue := stat.Value
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scaleParams := StatScaleParams{
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ItemLevel: fromItemLevel,
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NewItemLevel: *item.ItemLevel,
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Quality: *item.Quality,
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ItemType: *item.InventoryType,
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StatTypeId: statId,
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StatValue: stat.Value,
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}
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stat.Value = scaleStatv3(scaleParams, item.GetDifficulty())
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// stat.Value = scaleStatv2(itemLevel, *item.InventoryType, *item.Quality, stat.Percent, config.StatModifiers[statId])
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if statId == STAT.SpellPower && stat.Value < 100 {
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stat.Value = int(math.Round(float64(stat.Value) * 2.3785))
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}
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correctSpellAttackPower(item, allStats)
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log.Printf(">>>>>> Scaled : StatId: %v Type: %s Orig: %v - New Value: %v Percent: %v", statId, stat.Type, origValue, stat.Value, stat.Percent)
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}
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item.addStats(allStats)
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*item.StatsCount = len(allStats)
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// Scale Armor Stats
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if *item.Class == 4 && *item.Armor > 0 {
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preArmor := *item.Armor
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*item.Armor = int(math.Ceil(float64(itemLevel) * config.QualityModifiers[*item.Quality] * config.MaterialModifiers[*item.Subclass]))
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log.Printf("New Armor: %v scaled up from previous armor %v material is %v", *item.Armor, preArmor, *item.Material)
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}
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// If the item is a weapon scale the DPS
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if *item.Class == 2 && *item.MinDmg1 > 0 {
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predps, err := item.GetDPS()
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if err != nil {
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log.Printf("Failed to get DPS: %v", err)
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}
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dps, err := item.ScaleDPS(fromItemLevel, itemLevel)
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if err != nil {
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log.Printf("Failed to scale DPS: %v", err)
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return false, err
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}
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log.Printf("DPS: %.1f scaled up from previous dps %v: Min %v - Max %v", dps, predps, *item.MinDmg1, *item.MaxDmg1)
|
|
}
|
|
|
|
item.cleanSpells()
|
|
|
|
// Item is scaled now we have to determine if there are additional spell effects that need scaled.
|
|
// this will be as simple as possible as the effects will just be a percentage of the item stats.
|
|
// This could lead to some OP weapons that will need tuned down later. But for now, we will just scale at a
|
|
// An example of this might on hit do $s1 nature damage over $d seconds. We would just scale the $s1 value
|
|
// based on the formula below. This assumes that Blizzard has already balanced the spell bonus against the
|
|
// stats on the item level and quality. This is a big assumption as the stats are not penalized
|
|
// from having the extra damage. This could really create some unique sought after weapons that exploit this.
|
|
// modified ratio ((s1 / existing iLevel) * newIlevel) * (0.20 Rare or 0.30 Epic or 0.4 for Legendary).
|
|
|
|
otherSpells, err := item.GetNonStatSpells()
|
|
if err != nil {
|
|
log.Printf("failed to get non stat spells: %v", err)
|
|
}
|
|
|
|
log.Printf("\n\n\n -------------------- COUNT OF other spells %v \n\n", len(otherSpells))
|
|
|
|
item.Spells = []spells.Spell{}
|
|
// Spells that can not be scaled into stats must get new spells scaled and created
|
|
for _, spell := range otherSpells {
|
|
// log.Printf(" --^^^^^^--------SPELL --- Spell %v (%v) Effect %v AuraEffect %v Spell Desc: %v basePoints %v", spell.Name, spell.ID, spell.Effect1, spell.EffectAura1, spell.Description, spell.EffectBasePoints1)
|
|
newId, err := spell.ScaleSpell(fromItemLevel, itemLevel, *item.Quality)
|
|
if err != nil {
|
|
log.Printf("Failed to scale spell: %v, Spell %v", err, spell.ID)
|
|
continue
|
|
}
|
|
|
|
if newId == 0 {
|
|
log.Printf("Failed to scale spell: %v, Spell %v", err, spell.ID)
|
|
continue
|
|
}
|
|
|
|
item.UpdateField(fmt.Sprintf("SpellId%v", spell.ItemSpellSlot), newId)
|
|
item.Spells = append(item.Spells, spell)
|
|
|
|
// log.Printf(" --SCALED---SPELL --- Spell %v (%v) Effect %v AuraEffect %v Spell Desc: %v basePoints %v", spell.Name, spell.ID, spell.Effect1, spell.EffectAura1, spell.Description, spell.EffectBasePoints1)
|
|
}
|
|
|
|
return true, nil
|
|
|
|
}
|
|
|
|
func (item *Item) GetField(fieldName string) (int, error) {
|
|
itemValue := reflect.ValueOf(item).Elem()
|
|
field := itemValue.FieldByName(fieldName)
|
|
if !field.IsValid() {
|
|
return 0, fmt.Errorf("failed to find field %s", fieldName)
|
|
}
|
|
|
|
switch field.Kind() {
|
|
case reflect.Ptr:
|
|
if field.IsNil() {
|
|
return 0, fmt.Errorf("field %s is nil", fieldName)
|
|
}
|
|
return int(field.Elem().Int()), nil
|
|
default:
|
|
return 0, fmt.Errorf("field %s is not a pointer", fieldName)
|
|
}
|
|
}
|
|
|
|
// Updates a dynamic field on the item struct useful for stat replacements or spells
|
|
func (item *Item) UpdateField(fieldName string, value int) {
|
|
itemValue := reflect.ValueOf(item).Elem()
|
|
field := itemValue.FieldByName(fieldName)
|
|
if !field.IsValid() {
|
|
log.Printf("failed to find field %s", fieldName)
|
|
return
|
|
}
|
|
|
|
switch field.Kind() {
|
|
case reflect.Ptr:
|
|
newValue := reflect.ValueOf(&value)
|
|
field.Set(newValue)
|
|
default:
|
|
}
|
|
}
|
|
|
|
func (item *Item) emptyStats() {
|
|
*item.StatType1 = 0
|
|
*item.StatValue1 = 0
|
|
*item.StatType2 = 0
|
|
*item.StatValue2 = 0
|
|
*item.StatType3 = 0
|
|
*item.StatValue3 = 0
|
|
*item.StatType4 = 0
|
|
*item.StatValue4 = 0
|
|
*item.StatType5 = 0
|
|
*item.StatValue5 = 0
|
|
*item.StatType6 = 0
|
|
*item.StatValue6 = 0
|
|
*item.StatType7 = 0
|
|
*item.StatValue7 = 0
|
|
*item.StatType8 = 0
|
|
*item.StatValue8 = 0
|
|
*item.StatType9 = 0
|
|
*item.StatValue9 = 0
|
|
*item.StatType10 = 0
|
|
*item.StatValue10 = 0
|
|
}
|
|
|
|
// Cleans up spells from the item that have been converted to stats and leaves only the ones that are not
|
|
func (item *Item) cleanSpells() {
|
|
for i := 1; i < 3; i++ {
|
|
currentId, err := item.GetField(fmt.Sprintf("SpellId%v", i))
|
|
|
|
log.Printf("Checking spell id %v - value %v", i, currentId)
|
|
if err != nil {
|
|
log.Printf("ERROR: Failed to get spell id %v err: %v", i, err)
|
|
continue
|
|
}
|
|
|
|
// if there no spellId set then check the next one if it is set move it and clear it
|
|
if currentId == 0 {
|
|
nextSpellId, err := item.GetField(fmt.Sprintf("SpellId%v", i+1))
|
|
if err != nil {
|
|
log.Printf("ERROR: Failed to get spell id %v err: %v", i+1, err)
|
|
}
|
|
|
|
if nextSpellId != 0 {
|
|
item.UpdateField(fmt.Sprintf("SpellId%v", i), nextSpellId)
|
|
item.UpdateField(fmt.Sprintf("SpellId%v", i+1), 0)
|
|
log.Printf("Moved spell %v to %v to replace removed spell", nextSpellId, i)
|
|
continue
|
|
}
|
|
|
|
continue
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
func (item *Item) addStats(stats map[int]*ItemStat) {
|
|
item.emptyStats()
|
|
i := 1
|
|
|
|
// itemValue := reflect.ValueOf(item).Elem() // Get value of underlying struct
|
|
|
|
for statId, stat := range stats {
|
|
if i > 10 {
|
|
break
|
|
}
|
|
|
|
statTypeField := fmt.Sprintf("StatType%d", i)
|
|
statValueField := fmt.Sprintf("StatValue%d", i)
|
|
|
|
// MP5 adjustment
|
|
if statId == 43 {
|
|
stat.Value = int(math.Round(float64(stat.Value) * 0.85))
|
|
}
|
|
|
|
if statId == 12 {
|
|
stat.Value = int(math.Round(float64(stat.Value) * 0.85))
|
|
}
|
|
|
|
if statId == 12 {
|
|
stat.Value = int(math.Round(float64(stat.Value) * 0.75))
|
|
}
|
|
|
|
if statId == 13 {
|
|
stat.Value = int(math.Round(float64(stat.Value) * 0.75))
|
|
}
|
|
|
|
if statId == 31 {
|
|
stat.Value = int(math.Round(float64(stat.Value) * 0.65))
|
|
}
|
|
|
|
// Update the item with new stats from scaling
|
|
item.UpdateField(statTypeField, statId)
|
|
item.UpdateField(statValueField, stat.Value)
|
|
|
|
// Get the stats for logging purposes
|
|
// tmpType, _ := item.GetField(statTypeField)
|
|
// tmpStat, _ := item.GetField(statValueField)
|
|
// log.Printf("Updated %s to %v, %s to %v", statTypeField, tmpType, statValueField, tmpStat)
|
|
|
|
i++
|
|
}
|
|
}
|
|
|
|
// Scale formula ((ItemLevel * QualityModifier * ItemTypeModifier)^1.7095 * %ofStats) ^ (1/1.7095)) / StatModifier
|
|
func scaleStat(itemLevel int, itemType int, itemQuality int, percOfStat float64, statModifier float64) int {
|
|
scaledUp := (math.Pow((float64(itemLevel)*config.QualityModifiers[itemQuality]*config.InvTypeModifiers[itemType]), 1.7095) * percOfStat)
|
|
|
|
// leaving modifier off for now but not changing signature in case I need to add it back
|
|
_ = statModifier
|
|
return int(math.Ceil(math.Pow(scaledUp, 1/1.7095))) // normalized
|
|
}
|
|
|
|
func scaleStatv2(scaleParams StatScaleParams) int {
|
|
modifier := config.QualityModifiers[scaleParams.Quality] * config.ScalingFactor[scaleParams.StatTypeId]
|
|
modifier *= float64(scaleParams.NewItemLevel) / float64(scaleParams.ItemLevel)
|
|
scaledValue := float64(scaleParams.StatValue) * modifier // * config.InvTypeModifiers[scaleParams.ItemType]
|
|
|
|
log.Printf("------- scaledValue: %v modifier: %v", scaledValue, modifier)
|
|
return int(math.Ceil(scaledValue))
|
|
}
|
|
|
|
func scaleStatv3(scaleParams StatScaleParams, difficulty int) int {
|
|
// Calculate the quality and inventory type modifiers
|
|
qualityModifier := config.QualityModifiers[scaleParams.Quality]
|
|
// invTypeModifier := config.InvTypeModifiers[scaleParams.ItemType]
|
|
|
|
// Calculate the base scaling factor
|
|
baseScalingFactor := config.ScalingFactor[scaleParams.StatTypeId]
|
|
|
|
// Calculate the level ratio (new item level / original item level)
|
|
levelRatio := float64(scaleParams.NewItemLevel) * 1.0795 / float64(scaleParams.ItemLevel)
|
|
|
|
// Apply the comprehensive scaling formula
|
|
scaledValue := float64(scaleParams.StatValue) *
|
|
math.Pow(levelRatio, baseScalingFactor)
|
|
|
|
if difficulty == 3 {
|
|
scaledValue = scaledValue * qualityModifier
|
|
} else {
|
|
// Apply the legendary modifier only
|
|
if scaleParams.Quality == 5 {
|
|
scaledValue = scaledValue * 1.25
|
|
}
|
|
}
|
|
|
|
// // Log the details for debugging
|
|
// log.Printf("------- scaledValue: %v, levelRatio: %v, qualityModifier: %v, baseScalingFactor: %v",
|
|
// scaledValue, levelRatio, qualityModifier, baseScalingFactor)
|
|
|
|
// Return the scaled value, rounded up
|
|
return int(math.Ceil(scaledValue))
|
|
}
|
|
|
|
// This will copy higher value of spell power and attack powers into one unit. This is to fix items that have both
|
|
func correctSpellAttackPower(item *Item, allStats map[int]*ItemStat) {
|
|
// do some manual corrections for stats oddly getting attack power and spell power
|
|
itemStats, err := item.GetStatList()
|
|
if err != nil {
|
|
log.Printf("Failed to get stat list: %v not attempting to fix stats", err)
|
|
}
|
|
if slices.Contains(itemStats, STAT.AttackPower) && slices.Contains(itemStats, STAT.SpellPower) {
|
|
|
|
// if the Attack power is greater than spell power then add it spell power and remove spell power
|
|
if allStats[STAT.AttackPower] != nil && allStats[STAT.SpellPower] != nil {
|
|
if allStats[STAT.AttackPower].Value > allStats[STAT.SpellPower].Value {
|
|
allStats[STAT.AttackPower].Value += allStats[STAT.SpellPower].Value
|
|
delete(allStats, STAT.SpellPower)
|
|
} else {
|
|
allStats[STAT.SpellPower].Value += allStats[STAT.AttackPower].Value
|
|
delete(allStats, STAT.AttackPower)
|
|
}
|
|
}
|
|
}
|
|
if slices.Contains(itemStats, STAT.RangedAttackPower) && slices.Contains(itemStats, STAT.SpellPower) {
|
|
|
|
if allStats[STAT.RangedAttackPower] != nil && allStats[STAT.SpellPower] != nil {
|
|
if allStats[STAT.RangedAttackPower].Value > allStats[STAT.SpellPower].Value {
|
|
allStats[STAT.RangedAttackPower].Value += allStats[STAT.SpellPower].Value
|
|
delete(allStats, STAT.SpellPower)
|
|
} else {
|
|
allStats[STAT.SpellPower].Value += allStats[STAT.RangedAttackPower].Value
|
|
delete(allStats, STAT.RangedAttackPower)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
func ItemToSql(item Item, reqLevel int, difficulty int) string {
|
|
|
|
fmt.Printf("-- Required level: %v\n", reqLevel)
|
|
|
|
var name string = item.Name
|
|
|
|
entryBump := 20000000
|
|
spellBump := 30000000
|
|
|
|
if *item.Quality == 4 {
|
|
spellBump = 31000000
|
|
}
|
|
if *item.Quality == 5 {
|
|
spellBump = 32000000
|
|
}
|
|
|
|
if difficulty == 4 {
|
|
entryBump = 21000000
|
|
}
|
|
if difficulty == 5 {
|
|
entryBump = 22000000
|
|
}
|
|
|
|
name = getRandomWord(difficulty) + " " + name
|
|
|
|
spellList := ""
|
|
if len(item.Spells) > 0 {
|
|
for i, spell := range item.Spells {
|
|
|
|
spellList += spells.SpellToSql(spell, *item.Quality)
|
|
item.UpdateField(fmt.Sprintf("SpellId%v", i), spellBump+spell.ID)
|
|
}
|
|
}
|
|
|
|
delete := fmt.Sprintf("DELETE FROM acore_world.item_template WHERE entry = %v;", entryBump+item.Entry)
|
|
|
|
clone := fmt.Sprintf(`
|
|
INSERT INTO acore_world.item_template (
|
|
entry, class, subclass, SoundOverrideSubclass, name, displayid, Quality, Flags, FlagsExtra, BuyCount,
|
|
BuyPrice, SellPrice, InventoryType, AllowableClass, AllowableRace, ItemLevel, RequiredLevel,
|
|
RequiredSkill, RequiredSkillRank, requiredspell, requiredhonorrank, RequiredCityRank,
|
|
RequiredReputationFaction, RequiredReputationRank, maxcount, stackable, ContainerSlots, StatsCount,
|
|
stat_type1, stat_value1, stat_type2, stat_value2, stat_type3, stat_value3, stat_type4, stat_value4,
|
|
stat_type5, stat_value5, stat_type6, stat_value6, stat_type7, stat_value7, stat_type8, stat_value8,
|
|
stat_type9, stat_value9, stat_type10, stat_value10, ScalingStatDistribution, ScalingStatValue,
|
|
dmg_min1, dmg_max1, dmg_type1, dmg_min2, dmg_max2, dmg_type2, armor, holy_res, fire_res, nature_res,
|
|
frost_res, shadow_res, arcane_res, delay, ammo_type, RangedModRange, spellid_1, spelltrigger_1,
|
|
spellcharges_1, spellppmRate_1, spellcooldown_1, spellcategory_1, spellcategorycooldown_1, spellid_2,
|
|
spelltrigger_2, spellcharges_2, spellppmRate_2, spellcooldown_2, spellcategory_2, spellcategorycooldown_2,
|
|
spellid_3, spelltrigger_3, spellcharges_3, spellppmRate_3, spellcooldown_3, spellcategory_3,
|
|
spellcategorycooldown_3, spellid_4, spelltrigger_4, spellcharges_4, spellppmRate_4, spellcooldown_4,
|
|
spellcategory_4, spellcategorycooldown_4, spellid_5, spelltrigger_5, spellcharges_5, spellppmRate_5,
|
|
spellcooldown_5, spellcategory_5, spellcategorycooldown_5, bonding, description, PageText, LanguageID,
|
|
PageMaterial, startquest, lockid, Material, sheath, RandomProperty, RandomSuffix, block, itemset,
|
|
MaxDurability, area, Map, BagFamily, TotemCategory, socketColor_1, socketContent_1, socketColor_2,
|
|
socketContent_2, socketColor_3, socketContent_3, socketBonus, GemProperties, RequiredDisenchantSkill,
|
|
ArmorDamageModifier, duration, ItemLimitCategory, HolidayId, ScriptName, DisenchantID, FoodType,
|
|
minMoneyLoot, maxMoneyLoot, flagsCustom, VerifiedBuild
|
|
)
|
|
SELECT
|
|
entry + %v, class, subclass, SoundOverrideSubclass, name, displayid, Quality, Flags, FlagsExtra, BuyCount,
|
|
BuyPrice, SellPrice, InventoryType, AllowableClass, AllowableRace, ItemLevel, RequiredLevel,
|
|
RequiredSkill, RequiredSkillRank, requiredspell, requiredhonorrank, RequiredCityRank,
|
|
RequiredReputationFaction, RequiredReputationRank, maxcount, stackable, ContainerSlots, StatsCount,
|
|
stat_type1, stat_value1, stat_type2, stat_value2, stat_type3, stat_value3, stat_type4, stat_value4,
|
|
stat_type5, stat_value5, stat_type6, stat_value6, stat_type7, stat_value7, stat_type8, stat_value8,
|
|
stat_type9, stat_value9, stat_type10, stat_value10, ScalingStatDistribution, ScalingStatValue,
|
|
dmg_min1, dmg_max1, dmg_type1, dmg_min2, dmg_max2, dmg_type2, armor, holy_res, fire_res, nature_res,
|
|
frost_res, shadow_res, arcane_res, delay, ammo_type, RangedModRange, spellid_1, spelltrigger_1,
|
|
spellcharges_1, spellppmRate_1, spellcooldown_1, spellcategory_1, spellcategorycooldown_1, spellid_2,
|
|
spelltrigger_2, spellcharges_2, spellppmRate_2, spellcooldown_2, spellcategory_2, spellcategorycooldown_2,
|
|
spellid_3, spelltrigger_3, spellcharges_3, spellppmRate_3, spellcooldown_3, spellcategory_3,
|
|
spellcategorycooldown_3, spellid_4, spelltrigger_4, spellcharges_4, spellppmRate_4, spellcooldown_4,
|
|
spellcategory_4, spellcategorycooldown_4, spellid_5, spelltrigger_5, spellcharges_5, spellppmRate_5,
|
|
spellcooldown_5, spellcategory_5, spellcategorycooldown_5, bonding, description, PageText, LanguageID,
|
|
PageMaterial, startquest, lockid, Material, sheath, RandomProperty, RandomSuffix, block, itemset,
|
|
MaxDurability, area, Map, BagFamily, TotemCategory, socketColor_1, socketContent_1, socketColor_2,
|
|
socketContent_2, socketColor_3, socketContent_3, socketBonus, GemProperties, RequiredDisenchantSkill,
|
|
ArmorDamageModifier, duration, ItemLimitCategory, HolidayId, ScriptName, DisenchantID, FoodType,
|
|
minMoneyLoot, maxMoneyLoot, flagsCustom, VerifiedBuild
|
|
FROM acore_world.item_template as src
|
|
WHERE src.entry = %v ON DUPLICATE KEY UPDATE entry = src.entry + %v;
|
|
`, entryBump, item.Entry, entryBump)
|
|
|
|
update := fmt.Sprintf(`
|
|
UPDATE acore_world.item_template
|
|
SET
|
|
Quality = %v,
|
|
name = '%s',
|
|
ItemLevel = %v,
|
|
RequiredLevel = %v,
|
|
dmg_min1 = %v,
|
|
dmg_max1 = %v,
|
|
dmg_min2 = %v,
|
|
dmg_max2 = %v,
|
|
StatsCount = %v,
|
|
stat_type1 = %v,
|
|
stat_value1 = %v,
|
|
stat_type2 = %v,
|
|
stat_value2 = %v,
|
|
stat_type3 = %v,
|
|
stat_value3 = %v,
|
|
stat_type4 = %v,
|
|
stat_value4 = %v,
|
|
stat_type5 = %v,
|
|
stat_value5 = %v,
|
|
stat_type6 = %v,
|
|
stat_value6 = %v,
|
|
stat_type7 = %v,
|
|
stat_value7 = %v,
|
|
stat_type8 = %v,
|
|
stat_value8 = %v,
|
|
stat_type9 = %v,
|
|
stat_value9 = %v,
|
|
stat_type10 = %v,
|
|
stat_value10 = %v,
|
|
spellid_1 = %v,
|
|
spellid_2 = %v,
|
|
spellid_3 = %v,
|
|
spelltrigger_1 = %v,
|
|
spelltrigger_2 = %v,
|
|
spelltrigger_3 = %v,
|
|
socketColor_1 = %v,
|
|
socketContent_1 = %v,
|
|
socketColor_2 = %v,
|
|
socketContent_2 = %v,
|
|
socketColor_3 = %v,
|
|
socketContent_3 = %v,
|
|
socketBonus = %v,
|
|
GemProperties = %v,
|
|
RequiredDisenchantSkill = %v,
|
|
DisenchantID = %v,
|
|
SellPrice = FLOOR(100000 + (RAND() * 400001)),
|
|
Armor = %v
|
|
WHERE entry = %v;
|
|
`, *item.Quality, strings.ReplaceAll(name, "'", "''"), *item.ItemLevel, reqLevel, *item.MinDmg1, *item.MaxDmg1, *item.MinDmg2, *item.MaxDmg2, *item.StatsCount,
|
|
*item.StatType1, *item.StatValue1, *item.StatType2, *item.StatValue2, *item.StatType3, *item.StatValue3, *item.StatType4, *item.StatValue4,
|
|
*item.StatType5, *item.StatValue5, *item.StatType6, *item.StatValue6, *item.StatType7, *item.StatValue7, *item.StatType8, *item.StatValue8,
|
|
*item.StatType9, *item.StatValue9, *item.StatType10, *item.StatValue10, *item.SpellId1, *item.SpellId2, *item.SpellId3, *item.SpellTrigger1, *item.SpellTrigger2,
|
|
*item.SpellTrigger3, *item.SocketColor1, *item.SocketContent1, *item.SocketColor2, *item.SocketContent2,
|
|
*item.SocketColor3, *item.SocketContent3, *item.SocketBonus, *item.GemProperties,
|
|
375, 68, *item.Armor, entryBump+item.Entry)
|
|
|
|
return fmt.Sprintf("%s %s \n %s \n %s", spellList, delete, clone, update)
|
|
}
|
|
|
|
func getRandomWord(difficulty int) string {
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mythic := []string{"Mythic", "Powerful", "Stalwart", "Venerated", "Mighty", "Unyielding"}
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legendary := []string{"Legendary", "Fabled", "Exalted", "Magnificent", "Pristine", "Supreme", "Glorious"}
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ascendant := []string{"Ascendant", "Godlike", "Celestial", "Transcendant", "Divine", "Omnipotent", "Demonforged", "Immortal", "Omniscient", "Ethereal"}
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|
|
|
r := rand.New(rand.NewPCG(uint64(time.Now().UnixNano()), 2))
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|
|
|
switch difficulty {
|
|
case 3: // Mythic
|
|
randomIndex := r.IntN(len(mythic))
|
|
return mythic[randomIndex]
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case 4: // Legendary
|
|
randomIndex := r.IntN(len(legendary))
|
|
return legendary[randomIndex]
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|
case 5: // Ascendant
|
|
randomIndex := r.IntN(len(ascendant))
|
|
return ascendant[randomIndex]
|
|
default:
|
|
return ""
|
|
}
|
|
}
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