// generates a random item from given type category. // we can also set a difficulty mode parameter here, but it seems current db doesnt have nightmare or hell-mode items with valid snoId's /raist. public static Item GenerateRandom(Mooege.Core.GS.Actors.Actor player, ItemTypeTable type) { var itemDefinition = GetRandom(Items.Values .Where(def => ItemGroup .HierarchyToHashList(ItemGroup.FromHash(def.ItemType1)).Contains(type.Hash)).ToList()); return(CreateItem(player, itemDefinition)); }
private static void SetAllowedTypes() { foreach (int hash in ItemGroup.SubTypesToHashList("Weapon")) { AllowedItemTypes.Add(hash); } foreach (int hash in ItemGroup.SubTypesToHashList("Armor")) { AllowedItemTypes.Add(hash); } foreach (int hash in ItemGroup.SubTypesToHashList("Offhand")) { AllowedItemTypes.Add(hash); } foreach (int hash in ItemGroup.SubTypesToHashList("Jewelry")) { AllowedItemTypes.Add(hash); } foreach (int hash in ItemGroup.SubTypesToHashList("Utility")) { AllowedItemTypes.Add(hash); } foreach (int hash in ItemGroup.SubTypesToHashList("CraftingPlan")) { AllowedItemTypes.Add(hash); } foreach (int hash in TypeHandlers.Keys) { if (AllowedItemTypes.Contains(hash)) { // already added structure continue; } foreach (int subhash in ItemGroup.SubTypesToHashList(ItemGroup.FromHash(hash).Name)) { if (AllowedItemTypes.Contains(subhash)) { // already added structure continue; } AllowedItemTypes.Add(subhash); } } }
private void SetInitialValues(ItemTable definition) { this.ItemDefinition = definition; this.ItemLevel = definition.ItemLevel; this.GBHandle.Type = (int)GBHandleType.Gizmo; this.GBHandle.GBID = definition.Hash; this.ItemType = ItemGroup.FromHash(definition.ItemType1); this.EquipmentSlot = 0; this.InventoryLocation = new Vector2D { X = 0, Y = 0 }; this.Scale = 1.0f; this.RotationW = 0.0f; this.RotationAxis.Set(0.0f, 0.0f, 1.0f); this.CurrentState = ItemState.Normal; this.Field2 = 0x00000000; this.Field7 = 0; this.NameSNOId = -1; // I think it is ignored anyways - farmy this.Field10 = 0x00; }
public static Type GetItemClass(ItemTable definition) { Type type = typeof(Item); if (GBIDHandlers.ContainsKey(definition.Hash)) { type = GBIDHandlers[definition.Hash]; } else { foreach (var hash in ItemGroup.HierarchyToHashList(ItemGroup.FromHash(definition.ItemType1))) { if (TypeHandlers.ContainsKey(hash)) { type = TypeHandlers[hash]; break; } } } return(type); }
public Item(GS.Map.World world, ItemTable definition) : base(world, definition.SNOActor) { this.ItemDefinition = definition; this.GBHandle.Type = (int)GBHandleType.Gizmo; this.GBHandle.GBID = definition.Hash; this.ItemType = ItemGroup.FromHash(definition.ItemType1); this.EquipmentSlot = 0; this.InventoryLocation = new Vector2D { X = 0, Y = 0 }; this.Scale = 1.0f; this.RotationW = 0.0f; this.RotationAxis.Set(0.0f, 0.0f, 1.0f); this.CurrentState = ItemState.Normal; this.Field2 = 0x00000000; this.Field7 = 0; this.NameSNOId = -1; // I think it is ignored anyways - farmy this.Field10 = 0x00; this.ItemLevel = definition.ItemLevel; // level requirement // Attributes[GameAttribute.Requirement, 38] = definition.RequiredLevel; Attributes[GameAttribute.Item_Quality_Level] = 1; if (Item.IsArmor(this.ItemType) || Item.IsWeapon(this.ItemType) || Item.IsOffhand(this.ItemType)) { Attributes[GameAttribute.Item_Quality_Level] = RandomHelper.Next(6); } if (this.ItemType.Flags.HasFlag(ItemFlags.AtLeastMagical) && Attributes[GameAttribute.Item_Quality_Level] < 3) { Attributes[GameAttribute.Item_Quality_Level] = 3; } Attributes[GameAttribute.ItemStackQuantityLo] = 1; Attributes[GameAttribute.Seed] = RandomHelper.Next(); //unchecked((int)2286800181); RandomGenerator = new ItemRandomHelper(Attributes[GameAttribute.Seed]); RandomGenerator.Next(); if (Item.IsArmor(this.ItemType)) { RandomGenerator.Next(); // next value is used but unknown if armor } RandomGenerator.ReinitSeed(); ApplyWeaponSpecificOptions(definition); ApplyArmorSpecificOptions(definition); ApplyDurability(definition); ApplySkills(definition); ApplyAttributeSpecifier(definition); int affixNumber = 1; if (Attributes[GameAttribute.Item_Quality_Level] >= 3) { affixNumber = Attributes[GameAttribute.Item_Quality_Level] - 2; } AffixGenerator.Generate(this, affixNumber); }