1653 lines
59 KiB
C#
1653 lines
59 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using ModelRenderer.Scripts.GameData;
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using BrewMonster;
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using BrewMonster.Common;
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using BrewMonster.Network;
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using System.IO;
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using System.Text.RegularExpressions;
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using System.Reflection;
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namespace PerfectWorld.Scripts.Managers
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{
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/// <summary>
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/// Equipment item class that handles all equipment-specific functionality
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/// Converted from C++ EC_IvtrEquip.cpp
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/// </summary>
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public class EC_IvtrEquip
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{
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#region Constants and Enums
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// Item Class IDs
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public const int ICID_EQUIP = 1;
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public const int ICID_WEAPON = 2;
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// Item Made From Types
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public const byte IMT_NULL = 0;
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public const byte IMT_SIGN = 1;
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// Property Effect Essence Flags
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public const uint PEE_PHYDAMAGE = 0x00000001;
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public const uint PEE_MAGICDAMAGE = 0x00000002;
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public const uint PEE_PHYDEF = 0x00000004;
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public const uint PEE_GOLDDEF = 0x00000008;
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public const uint PEE_WOODDEF = 0x00000010;
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public const uint PEE_WATERDEF = 0x00000020;
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public const uint PEE_FIREDEF = 0x00000040;
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public const uint PEE_EARTHDEF = 0x00000080;
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public const uint PEE_ATKSPEED = 0x00000100;
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public const uint PEE_ATKDIST = 0x00000200;
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public const uint PEE_HP = 0x00000400;
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public const uint PEE_MP = 0x00000800;
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public const uint PEE_DODGE = 0x00001000;
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public const uint PEE_ENDURANCE = 0x00002000;
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public const uint PEE_STRENGTHREQ = 0x00004000;
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public const uint PEE_AGILITYREQ = 0x00008000;
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public const uint PEE_ENERGYREQ = 0x00010000;
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public const uint PEE_VITALITYREQ = 0x00020000;
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// Property Effect Essence Indexes
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public const int PEEI_PHYDAMAGE = 0;
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public const int PEEI_MAX_PHYDAMAGE = 1;
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public const int PEEI_MAGICDAMAGE = 2;
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public const int PEEI_MAX_MAGICDAMAGE = 3;
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public const int PEEI_PHYDEF = 4;
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public const int PEEI_GOLDDEF = 5;
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public const int PEEI_WOODDEF = 6;
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public const int PEEI_WATERDEF = 7;
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public const int PEEI_FIREDEF = 8;
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public const int PEEI_EARTHDEF = 9;
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public const int PEEI_ATKDIST = 10;
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public const int PEEI_HP = 11;
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public const int PEEI_MP = 12;
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public const int PEEI_DODGE = 13;
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public const int MAX_PEEINDEX = 14;
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// Refine Indexes
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public const int REFINE_PHYDAMAGE = 0;
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public const int REFINE_MAGICDAMAGE = 1;
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public const int REFINE_PHYDEF = 2;
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public const int REFINE_GOLDDEF = 3;
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public const int REFINE_WOODDEF = 4;
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public const int REFINE_WATERDEF = 5;
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public const int REFINE_FIREDEF = 6;
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public const int REFINE_EARTHDEF = 7;
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public const int REFINE_HP = 8;
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public const int REFINE_DODGE = 9;
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public const int MAX_REFINEINDEX = 10;
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// Item Description Colors
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public const int ITEMDESC_COL_WHITE = 0;
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public const int ITEMDESC_COL_GREEN = 1;
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public const int ITEMDESC_COL_YELLOW = 2;
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public const int ITEMDESC_COL_DARKGOLD = 3;
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public const int ITEMDESC_COL_LIGHTBLUE = 4;
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public const int ITEMDESC_COL_CYANINE = 5;
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public const int ITEMDESC_COL_RED = 6;
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public const int ITEMDESC_COL_GRAY = 7;
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// Item Description String IDs
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public const int ITEMDESC_NAME = 1000;
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public const int ITEMDESC_ADDPHYDAMAGE = 1001;
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public const int ITEMDESC_MAXPHYDAMAGE = 1002;
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public const int ITEMDESC_ADDMAGICDAMAGE = 1003;
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public const int ITEMDESC_MAXMAGICDAMAGE = 1004;
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public const int ITEMDESC_PHYDEFENCE = 1005;
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public const int ITEMDESC_ALLMAGICDEF = 1006;
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public const int ITEMDESC_GOLDDEFENCE = 1007;
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public const int ITEMDESC_WOODDEFENCE = 1008;
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public const int ITEMDESC_WATERDEFENCE = 1009;
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public const int ITEMDESC_FIREDEFENCE = 1010;
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public const int ITEMDESC_EARTHDEFENCE = 1011;
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public const int ITEMDESC_ADDHP = 1012;
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public const int ITEMDESC_ADDMP = 1013;
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public const int ITEMDESC_STRENGTH = 1014;
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public const int ITEMDESC_AGILITY = 1015;
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public const int ITEMDESC_ENERGY = 1016;
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public const int ITEMDESC_VITALITY = 1017;
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public const int ITEMDESC_DODGE = 1018;
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public const int ITEMDESC_DEADLYSTRIKE = 1019;
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public const int ITEMDESC_ATKRATING = 1020;
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public const int ITEMDESC_ATKTIME = 1021;
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public const int ITEMDESC_ADDATKDIST = 1022;
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public const int ITEMDESC_CASTTIME = 1023;
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public const int ITEMDESC_ENDURANCE = 1024;
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public const int ITEMDESC_REPAIRCOST = 1025;
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public const int ITEMDESC_EQUIPMARK = 1026;
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public const int ITEMDESC_MADEFROM = 1027;
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public const int ITEMDESC_2STRINGS = 1028;
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public const int ITEMDESC_REPUTATION_REQ = 1029;
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public const int ITEMDESC_EQUIP_DESTROYING = 1030;
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public const int ITEMDESC_EQUIP_REPAIR_NEED_ITEM = 1031;
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public const int ITEMDESC_EQUIP_REPAIR_NEED_ITEMCNT = 1032;
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public const int ITEMDESC_ERRORPROP = 1033;
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public const int ITEMDESC_RANDOMPROP = 1034;
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public const int ITEMDESC_ATK_DEGREE = 1035;
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public const int ITEMDESC_DEF_DEGREE = 1036;
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public const int ITEMDESC_SOULPOWER = 1037;
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public const int ITEMDESC_VIGOUR = 1038;
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public const int ITEMDESC_ADDRIDEONPETSPEED = 1039;
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public const int ITEMDESC_PENETRATION = 1040;
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public const int ITEMDESC_RESILIENCE = 1041;
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public const int ITEMDESC_PROFVIEW = 1042;
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public const int ITEMDESC_REQEXTRA = 1043;
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// Scale Types
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public const int SCALE_SELL = 1;
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// Endurance Scale
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public const int ENDURANCE_SCALE = 100;
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#endregion
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#region Fields
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// Basic Item Properties
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public int TemplateId { get; set; }
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public int ExpireDate { get; set; }
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public int CID { get; set; }
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public int Price { get; set; }
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public int Count { get; set; }
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public float PriceScale { get; set; }
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public int ScaleType { get; set; }
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// Equipment Requirements
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public int LevelReq { get; set; }
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public int StrengthReq { get; set; }
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public int AgilityReq { get; set; }
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public int ProfReq { get; set; }
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public int VitalityReq { get; set; }
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public int EnergyReq { get; set; }
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public int ReputationReq { get; set; }
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// Endurance
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public int CurEndurance { get; set; }
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public int MaxEndurance { get; set; }
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public int RepairFee { get; set; }
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// Maker Information
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public byte MadeFrom { get; set; }
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public string Maker { get; set; }
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// Equipment Properties
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public ushort StoneMask { get; set; }
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public int FixProps { get; set; }
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public int RefineLvl { get; set; }
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public byte PropNum { get; set; }
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public byte EmbedNum { get; set; }
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// Equipment Arrays
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public List<int> Holes { get; set; }
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public List<Property> Props { get; set; }
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// Description
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protected string m_strDesc = "";
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#endregion
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#region Base Stats (from Element Data)
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private static bool TryGetNumber<T>(object data, string[] names, out T value) where T : struct
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{
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value = default;
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if (data == null) return false;
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var t = data.GetType();
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foreach (var name in names)
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{
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var f = t.GetField(name, System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.IgnoreCase);
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if (f != null)
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{
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try
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{
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object v = f.GetValue(data);
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if (v == null) continue;
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if (typeof(T) == typeof(float))
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{
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float fv = Convert.ToSingle(v);
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value = (T)(object)fv;
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return true;
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}
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else
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{
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int iv = Convert.ToInt32(v);
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if (typeof(T) == typeof(int)) { value = (T)(object)iv; return true; }
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}
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}
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catch { }
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}
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var p = t.GetProperty(name, System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.IgnoreCase);
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if (p != null)
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{
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try
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{
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object v = p.GetValue(data, null);
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if (v == null) continue;
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if (typeof(T) == typeof(float))
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{
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float fv = Convert.ToSingle(v);
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value = (T)(object)fv;
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return true;
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}
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else
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{
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int iv = Convert.ToInt32(v);
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if (typeof(T) == typeof(int)) { value = (T)(object)iv; return true; }
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}
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}
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catch { }
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}
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}
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return false;
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}
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public string GetBaseStatsForDisplay()
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{
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return GetBaseStatsDesc();
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}
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private string GetBaseStatsDesc()
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{
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elementdataman edm = ElementDataManProvider.GetElementDataMan();
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if (edm == null) return string.Empty;
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try
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{
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DATA_TYPE dt = DATA_TYPE.DT_INVALID;
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object data = edm.get_data_ptr(unchecked((uint)TemplateId), ID_SPACE.ID_SPACE_ESSENCE, ref dt);
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if (data == null) data = TryFindElementByScanningArraysLocal(edm, unchecked((uint)TemplateId));
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if (data == null) return string.Empty;
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// Try weapon-style fields first
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int dmgLow = 0, dmgHighMax = 0;
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bool hasDmgLow = TryGetNumber<int>(data, new[] { "damage_low" }, out dmgLow);
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bool hasDmgHighMax = TryGetNumber<int>(data, new[] { "damage_high_max", "damage_high" }, out dmgHighMax);
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List<string> lines = new List<string>();
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if (hasDmgLow && hasDmgHighMax)
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{
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// Physical damage range
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lines.Add(string.Format("{0} {1}-{2}", GetItemDescString(ITEMDESC_ADDPHYDAMAGE), dmgLow, dmgHighMax));
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// Magic damage if available
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if (TryGetNumber<int>(data, new[] { "magic_damage_low" }, out int mdLow) &&
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TryGetNumber<int>(data, new[] { "magic_damage_high_max", "magic_damage_high" }, out int mdHigh))
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{
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lines.Add(string.Format("{0} {1}-{2}", GetItemDescString(ITEMDESC_ADDMAGICDAMAGE), mdLow, mdHigh));
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}
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// Attack time/speed
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float atkTime;
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if (TryGetNumber<float>(data, new[] { "attack_time", "atk_time" }, out atkTime) && atkTime > 0.0001f)
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{
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// Show speed in attacks per second (1 / time)
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float aps = 1.0f / atkTime;
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lines.Add(string.Format("{0} {1:F2}", GetItemDescString(ITEMDESC_ATKTIME), aps));
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}
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else if (TryGetNumber<float>(data, new[] { "attack_speed", "atk_speed" }, out float atkSpeed) && atkSpeed > 0)
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{
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lines.Add(string.Format("{0} {1:F2}", GetItemDescString(ITEMDESC_ATKTIME), atkSpeed));
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}
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// Range
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float range;
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if (TryGetNumber<float>(data, new[] { "range", "attack_range", "atk_range" }, out range))
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{
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lines.Add(string.Format("{0} {1:F2}", GetItemDescString(ITEMDESC_ADDATKDIST), range));
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}
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}
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else
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{
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// Try armor-style fields
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if (TryGetNumber<int>(data, new[] { "defence_high", "defense_high", "defence", "defense" }, out int defHigh))
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{
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lines.Add(string.Format("{0} +{1}", GetItemDescString(ITEMDESC_PHYDEFENCE), defHigh));
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}
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// Elemental resistances (look for *_resist or specific names)
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(string label, string[] names)[] res = new (string, string[])[]
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{
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(GetItemDescString(ITEMDESC_GOLDDEFENCE), new[]{"resist_metal","resistance_metal","gold_resist"}),
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(GetItemDescString(ITEMDESC_WOODDEFENCE), new[]{"resist_wood","resistance_wood","wood_resist"}),
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(GetItemDescString(ITEMDESC_WATERDEFENCE), new[]{"resist_water","resistance_water","water_resist"}),
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(GetItemDescString(ITEMDESC_FIREDEFENCE), new[]{"resist_fire","resistance_fire","fire_resist"}),
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(GetItemDescString(ITEMDESC_EARTHDEFENCE), new[]{"resist_earth","resistance_earth","earth_resist"})
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};
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for (int i = 0; i < res.Length; i++)
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{
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var label = res[i].label;
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var names = res[i].names;
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if (TryGetNumber<int>(data, names, out int v))
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{
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lines.Add(string.Format("{0} +{1}", label, v));
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}
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}
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}
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return string.Join("\\r", lines);
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}
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catch { return string.Empty; }
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}
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private static object TryFindElementByScanningArraysLocal(object edm, uint id)
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{
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if (edm == null) return null;
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try
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{
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var fields = edm.GetType().GetFields(BindingFlags.Public | BindingFlags.Instance);
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foreach (var f in fields)
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{
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if (!f.FieldType.IsArray) continue;
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var arr = f.GetValue(edm) as Array;
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if (arr == null || arr.Length == 0) continue;
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var elemType = f.FieldType.GetElementType();
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var idField = elemType.GetField("id", BindingFlags.Public | BindingFlags.Instance);
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if (idField == null || idField.FieldType != typeof(uint)) continue;
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for (int i = 0; i < arr.Length; i++)
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{
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var element = arr.GetValue(i);
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if (element == null) continue;
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var value = (uint)idField.GetValue(element);
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if (value == id)
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{
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return element;
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}
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}
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}
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}
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catch { }
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return null;
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}
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#endregion
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#region Property Structure
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public class Property
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{
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public int Type { get; set; }
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public int NumParam { get; set; }
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public bool Embed { get; set; }
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public bool Suite { get; set; }
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public bool Engraved { get; set; }
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public bool Local { get; set; }
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public int[] Params { get; set; }
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public Property()
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{
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Params = new int[4];
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}
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public Property(Property other)
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{
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Type = other.Type;
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NumParam = other.NumParam;
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Embed = other.Embed;
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Suite = other.Suite;
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Engraved = other.Engraved;
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Local = other.Local;
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Params = new int[4];
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Array.Copy(other.Params, Params, Math.Min(4, other.Params.Length));
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}
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}
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#endregion
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#region Constructor
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public EC_IvtrEquip(int tid, int expireDate)
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{
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TemplateId = tid;
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ExpireDate = expireDate;
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CID = ICID_EQUIP;
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Price = 0;
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Count = 1;
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PriceScale = 1.0f;
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ScaleType = 0;
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LevelReq = 0;
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StrengthReq = 0;
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AgilityReq = 0;
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ProfReq = 0;
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VitalityReq = 0;
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EnergyReq = 0;
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ReputationReq = 0;
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CurEndurance = 0;
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MaxEndurance = 0;
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RepairFee = 0;
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MadeFrom = 0;
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StoneMask = 0;
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FixProps = 0;
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RefineLvl = 0;
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PropNum = 0;
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EmbedNum = 0;
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Holes = new List<int>();
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Props = new List<Property>();
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}
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public EC_IvtrEquip(EC_IvtrEquip other)
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{
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// Copy basic properties
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TemplateId = other.TemplateId;
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ExpireDate = other.ExpireDate;
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CID = other.CID;
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Price = other.Price;
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Count = other.Count;
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PriceScale = other.PriceScale;
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ScaleType = other.ScaleType;
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// Copy equipment properties
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LevelReq = other.LevelReq;
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ProfReq = other.ProfReq;
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StrengthReq = other.StrengthReq;
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AgilityReq = other.AgilityReq;
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VitalityReq = other.VitalityReq;
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EnergyReq = other.EnergyReq;
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ReputationReq = other.ReputationReq;
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CurEndurance = other.CurEndurance;
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MaxEndurance = other.MaxEndurance;
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RepairFee = other.RepairFee;
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MadeFrom = other.MadeFrom;
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Maker = other.Maker;
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StoneMask = other.StoneMask;
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FixProps = other.FixProps;
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RefineLvl = other.RefineLvl;
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PropNum = other.PropNum;
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EmbedNum = other.EmbedNum;
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Holes = new List<int>(other.Holes);
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Props = new List<Property>(other.Props.Select(p => new Property(p)));
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}
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#endregion
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#region Core Methods
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/// <summary>
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/// Set item detail information from binary data
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/// </summary>
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public bool SetItemInfo(byte[] infoData, int dataLen)
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{
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if (infoData == null || dataLen == 0)
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return true;
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// Try native order (as original client):
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// [6 x short requirements][2 x int endurance][short essenceSize][maker info][essence bytes][short numHole][WORD stoneMask][numHole x int holes][int numProp][props]
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if (TryParseEquipInfoNative(infoData, dataLen))
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{
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ParseProperties();
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return true;
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}
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// Fallback to legacy/custom order if server payload differs
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if (TryParseEquipInfoLegacy(infoData, dataLen))
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{
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ParseProperties();
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return true;
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}
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|
|
|
Debug.LogError("EC_IvtrEquip::SetItemInfo: could not parse detail payload");
|
|
return false;
|
|
}
|
|
|
|
private bool TryParseEquipInfoNative(byte[] data, int len)
|
|
{
|
|
try
|
|
{
|
|
int offset = 0;
|
|
|
|
if (len < 6 * 2 + 2 * 4 + 2) return false;
|
|
|
|
LevelReq = BitConverter.ToInt16(data, offset); offset += 2;
|
|
ProfReq = BitConverter.ToInt16(data, offset); offset += 2;
|
|
StrengthReq= BitConverter.ToInt16(data, offset); offset += 2;
|
|
VitalityReq= BitConverter.ToInt16(data, offset); offset += 2;
|
|
AgilityReq = BitConverter.ToInt16(data, offset); offset += 2;
|
|
EnergyReq = BitConverter.ToInt16(data, offset); offset += 2;
|
|
|
|
CurEndurance = BitConverter.ToInt32(data, offset); offset += 4;
|
|
MaxEndurance = BitConverter.ToInt32(data, offset); offset += 4;
|
|
|
|
int essenceSize = BitConverter.ToInt16(data, offset); offset += 2;
|
|
|
|
// Maker info (type + length + payload)
|
|
if (offset + 2 <= len)
|
|
{
|
|
ReadMakerInfo(data, ref offset);
|
|
}
|
|
|
|
if (essenceSize < 0 || offset + essenceSize > len) return false;
|
|
offset += essenceSize; // skip essence for now
|
|
|
|
if (offset + 2 + 2 > len) return false;
|
|
int numHole = BitConverter.ToInt16(data, offset); offset += 2;
|
|
StoneMask = BitConverter.ToUInt16(data, offset); offset += 2;
|
|
|
|
Holes.Clear();
|
|
if (numHole > 0)
|
|
{
|
|
if (offset + 4 * numHole > len) return false;
|
|
Holes.Capacity = numHole;
|
|
for (int i = 0; i < numHole; i++)
|
|
{
|
|
Holes.Add(BitConverter.ToInt32(data, offset)); offset += 4;
|
|
}
|
|
}
|
|
else if (numHole < 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (offset + 4 > len) return false;
|
|
int numProp = BitConverter.ToInt32(data, offset); offset += 4;
|
|
|
|
Props.Clear();
|
|
if (numProp > 0)
|
|
{
|
|
Props.Capacity = numProp;
|
|
for (int i = 0; i < numProp; i++)
|
|
{
|
|
if (offset + 4 > len) return false;
|
|
int type = BitConverter.ToInt32(data, offset); offset += 4;
|
|
|
|
Property prop = new Property();
|
|
prop.Type = type & 0x1fff;
|
|
prop.NumParam = (type & 0x6000) >> 13;
|
|
prop.Embed = (type & 0x8000) != 0;
|
|
prop.Suite = (type & 0x10000) != 0;
|
|
prop.Engraved = (type & 0x20000) != 0;
|
|
prop.Local = false;
|
|
|
|
for (int j = 0; j < prop.NumParam; j++)
|
|
{
|
|
if (offset + 4 > len) return false;
|
|
prop.Params[j] = BitConverter.ToInt32(data, offset); offset += 4;
|
|
}
|
|
Props.Add(prop);
|
|
}
|
|
}
|
|
else if (numProp < 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Sanity check to catch misalignment
|
|
if (LevelReq < 0 || LevelReq > 2000) return false;
|
|
if (MaxEndurance < 0 || MaxEndurance > 1000000) return false;
|
|
|
|
return true;
|
|
}
|
|
catch { return false; }
|
|
}
|
|
|
|
private bool TryParseEquipInfoLegacy(byte[] data, int len)
|
|
{
|
|
try
|
|
{
|
|
int offset = 0;
|
|
if (len < 16 + 6 * 2 + 8 + 2) return false;
|
|
|
|
// A legacy format we used earlier that prefixed price/scale before requirements
|
|
Price = BitConverter.ToInt32(data, offset); offset += 4;
|
|
Count = BitConverter.ToInt32(data, offset); offset += 4;
|
|
PriceScale = BitConverter.ToSingle(data, offset); offset += 4;
|
|
ScaleType = BitConverter.ToInt32(data, offset); offset += 4;
|
|
|
|
LevelReq = BitConverter.ToInt16(data, offset); offset += 2;
|
|
ProfReq = BitConverter.ToInt16(data, offset); offset += 2;
|
|
StrengthReq= BitConverter.ToInt16(data, offset); offset += 2;
|
|
VitalityReq= BitConverter.ToInt16(data, offset); offset += 2;
|
|
AgilityReq = BitConverter.ToInt16(data, offset); offset += 2;
|
|
EnergyReq = BitConverter.ToInt16(data, offset); offset += 2;
|
|
|
|
CurEndurance = BitConverter.ToInt32(data, offset); offset += 4;
|
|
MaxEndurance = BitConverter.ToInt32(data, offset); offset += 4;
|
|
|
|
int essenceSize = BitConverter.ToInt16(data, offset); offset += 2;
|
|
ReadMakerInfo(data, ref offset);
|
|
if (essenceSize < 0 || offset + essenceSize > len) return false;
|
|
offset += essenceSize;
|
|
|
|
int numHole = BitConverter.ToInt16(data, offset); offset += 2;
|
|
StoneMask = BitConverter.ToUInt16(data, offset); offset += 2;
|
|
Holes.Clear();
|
|
if (numHole > 0)
|
|
{
|
|
if (offset + 4 * numHole > len) return false;
|
|
for (int i = 0; i < numHole; i++) { Holes.Add(BitConverter.ToInt32(data, offset)); offset += 4; }
|
|
}
|
|
else if (numHole < 0) return false;
|
|
|
|
if (offset + 4 > len) return false;
|
|
int numProp = BitConverter.ToInt32(data, offset); offset += 4;
|
|
Props.Clear();
|
|
if (numProp > 0)
|
|
{
|
|
for (int i = 0; i < numProp; i++)
|
|
{
|
|
if (offset + 4 > len) return false;
|
|
int type = BitConverter.ToInt32(data, offset); offset += 4;
|
|
Property prop = new Property();
|
|
prop.Type = type & 0x1fff;
|
|
prop.NumParam = (type & 0x6000) >> 13;
|
|
prop.Embed = (type & 0x8000) != 0;
|
|
prop.Suite = (type & 0x10000) != 0;
|
|
prop.Engraved = (type & 0x20000) != 0;
|
|
for (int j = 0; j < prop.NumParam; j++)
|
|
{
|
|
if (offset + 4 > len) return false;
|
|
prop.Params[j] = BitConverter.ToInt32(data, offset); offset += 4;
|
|
}
|
|
Props.Add(prop);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
catch { return false; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Read maker information from binary data
|
|
/// </summary>
|
|
private void ReadMakerInfo(byte[] data, ref int offset)
|
|
{
|
|
MadeFrom = data[offset++];
|
|
int makerLen = data[offset++];
|
|
|
|
if (makerLen > 0)
|
|
{
|
|
if (MadeFrom == IMT_SIGN)
|
|
{
|
|
ushort color = BitConverter.ToUInt16(data, offset); offset += 2;
|
|
makerLen -= 2;
|
|
|
|
string maker = System.Text.Encoding.Unicode.GetString(data, offset, makerLen);
|
|
offset += makerLen;
|
|
|
|
if (string.IsNullOrEmpty(maker))
|
|
{
|
|
Debug.LogWarning($"EC_IvtrEquip::ReadMakerInfo: Invalid maker info with makerLen={makerLen + 2}");
|
|
return;
|
|
}
|
|
|
|
SetNewMark(maker, ColorFromWord(color));
|
|
}
|
|
else
|
|
{
|
|
Maker = System.Text.Encoding.Unicode.GetString(data, offset, makerLen);
|
|
offset += makerLen;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Maker = "";
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set new mark with color
|
|
/// </summary>
|
|
public void SetNewMark(string mark, Color color)
|
|
{
|
|
Maker = mark;
|
|
if (!string.IsNullOrEmpty(Maker))
|
|
{
|
|
// Convert hint string
|
|
Maker = EC_GameUIMan.AUI_ConvertHintString(Maker);
|
|
|
|
// Filter bad words
|
|
// g_pGame->GetGameRun()->GetUIManager()->FilterBadWords(m_strMaker);
|
|
|
|
// Add color
|
|
string colorStr = $"^FF{color.r:X2}{color.g:X2}{color.b:X2}";
|
|
Maker = colorStr + Maker;
|
|
|
|
// Add equipment mark display string
|
|
Maker = string.Format(GetItemDescString(ITEMDESC_EQUIPMARK), Maker);
|
|
}
|
|
MadeFrom = string.IsNullOrEmpty(mark) ? IMT_NULL : IMT_SIGN;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Utility Methods
|
|
|
|
/// <summary>
|
|
/// Get item name
|
|
/// </summary>
|
|
public string GetName()
|
|
{
|
|
return EC_IvtrItem.ResolveItemName(TemplateId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add current endurance
|
|
/// </summary>
|
|
public int AddCurEndurance(int value)
|
|
{
|
|
CurEndurance += value;
|
|
CurEndurance = Mathf.Clamp(CurEndurance, 0, MaxEndurance);
|
|
return CurEndurance;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Convert endurance real value to displaying value
|
|
/// </summary>
|
|
public static int VisualizeEndurance(int v)
|
|
{
|
|
return (v + ENDURANCE_SCALE - 1) / ENDURANCE_SCALE;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get empty hole number
|
|
/// </summary>
|
|
public int GetEmptyHoleNum()
|
|
{
|
|
int count = 0;
|
|
foreach (int hole in Holes)
|
|
{
|
|
if (hole == 0)
|
|
count++;
|
|
}
|
|
return count;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get repair cost
|
|
/// </summary>
|
|
public int GetRepairCost()
|
|
{
|
|
if (MaxEndurance == 0 || MaxEndurance == CurEndurance)
|
|
return 0;
|
|
|
|
int cost = (int)GetRawRepairCost();
|
|
if (cost < 1)
|
|
cost = 1;
|
|
|
|
return cost;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get raw repair cost
|
|
/// </summary>
|
|
public float GetRawRepairCost()
|
|
{
|
|
float cost = 0.0f;
|
|
|
|
if (!IsRepairable())
|
|
return cost;
|
|
|
|
if (CurEndurance == 0)
|
|
{
|
|
cost = RepairFee;
|
|
}
|
|
else if (MaxEndurance > 0 && CurEndurance < MaxEndurance)
|
|
{
|
|
float factor = (MaxEndurance - CurEndurance) / (float)MaxEndurance;
|
|
cost = RepairFee * factor;
|
|
}
|
|
|
|
return cost;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get scaled item price
|
|
/// </summary>
|
|
public int GetScaledPrice()
|
|
{
|
|
if (ScaleType != SCALE_SELL)
|
|
return (int)(Price * Count * PriceScale + 0.5f);
|
|
|
|
int price = Price * Count;
|
|
|
|
if (MaxEndurance == CurEndurance || MaxEndurance == 0)
|
|
return (int)(price * PriceScale + 0.5f);
|
|
else
|
|
return (int)(price * PriceScale * CurEndurance / (float)MaxEndurance + 0.5f);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if item is repairable
|
|
/// </summary>
|
|
public bool IsRepairable()
|
|
{
|
|
return MaxEndurance > 0;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if item is destroying
|
|
/// </summary>
|
|
public bool IsDestroying()
|
|
{
|
|
return CurEndurance == 0 && MaxEndurance > 0;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if item is rare
|
|
/// </summary>
|
|
public bool IsRare()
|
|
{
|
|
return RefineLvl >= 3;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Property System
|
|
|
|
/// <summary>
|
|
/// Get property effect essence flags
|
|
/// </summary>
|
|
public uint PropEffectEssence()
|
|
{
|
|
uint flags = 0;
|
|
foreach (Property prop in Props)
|
|
{
|
|
flags = PropEffectMask(prop, flags);
|
|
}
|
|
return flags;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get property effect mask for a specific property
|
|
/// </summary>
|
|
public uint PropEffectMask(Property prop, uint flags)
|
|
{
|
|
// Get property type from game's item ext prop table
|
|
byte propType = GetPropertyType(prop.Type);
|
|
|
|
switch (propType)
|
|
{
|
|
case 0: // Physical damage
|
|
flags |= PEE_PHYDAMAGE;
|
|
break;
|
|
case 1: // Max physical damage
|
|
flags |= PEE_PHYDAMAGE;
|
|
break;
|
|
case 3: // Magic damage
|
|
flags |= PEE_MAGICDAMAGE;
|
|
break;
|
|
case 6: // +Def -Atk
|
|
flags |= PEE_PHYDAMAGE;
|
|
flags |= PEE_PHYDEF;
|
|
break;
|
|
case 7: // +Atk -Def
|
|
flags |= PEE_PHYDAMAGE;
|
|
flags |= PEE_PHYDEF;
|
|
break;
|
|
case 8: // +Magic -MagicDef
|
|
flags |= PEE_MAGICDAMAGE;
|
|
flags |= PEE_GOLDDEF;
|
|
flags |= PEE_WOODDEF;
|
|
flags |= PEE_WATERDEF;
|
|
flags |= PEE_FIREDEF;
|
|
flags |= PEE_EARTHDEF;
|
|
break;
|
|
case 9: // Attack speed
|
|
flags |= PEE_ATKSPEED;
|
|
break;
|
|
case 10: // Attack distance
|
|
flags |= PEE_ATKDIST;
|
|
break;
|
|
case 12: // Physical defense
|
|
flags |= PEE_PHYDEF;
|
|
break;
|
|
case 14: // All magic defense
|
|
flags |= PEE_GOLDDEF;
|
|
flags |= PEE_WOODDEF;
|
|
flags |= PEE_WATERDEF;
|
|
flags |= PEE_FIREDEF;
|
|
flags |= PEE_EARTHDEF;
|
|
break;
|
|
case 15: // Gold defense
|
|
flags |= PEE_GOLDDEF;
|
|
break;
|
|
case 17: // Wood defense
|
|
flags |= PEE_WOODDEF;
|
|
break;
|
|
case 19: // Water defense
|
|
flags |= PEE_WATERDEF;
|
|
break;
|
|
case 21: // Fire defense
|
|
flags |= PEE_FIREDEF;
|
|
break;
|
|
case 23: // Earth defense
|
|
flags |= PEE_EARTHDEF;
|
|
break;
|
|
case 30: // +Gold -Fire
|
|
flags |= PEE_GOLDDEF;
|
|
flags |= PEE_FIREDEF;
|
|
break;
|
|
case 31: // +Wood -Gold
|
|
flags |= PEE_GOLDDEF;
|
|
flags |= PEE_WOODDEF;
|
|
break;
|
|
case 32: // +Water -Earth
|
|
flags |= PEE_WATERDEF;
|
|
flags |= PEE_EARTHDEF;
|
|
break;
|
|
case 33: // +Fire -Water
|
|
flags |= PEE_WATERDEF;
|
|
flags |= PEE_FIREDEF;
|
|
break;
|
|
case 34: // +Earth -Wood
|
|
flags |= PEE_WOODDEF;
|
|
flags |= PEE_EARTHDEF;
|
|
break;
|
|
case 35: // HP
|
|
flags |= PEE_HP;
|
|
break;
|
|
case 36: // MP
|
|
flags |= PEE_MP;
|
|
break;
|
|
case 50: // Dodge
|
|
flags |= PEE_DODGE;
|
|
break;
|
|
case 53: // Endurance (%)
|
|
flags |= PEE_ENDURANCE;
|
|
break;
|
|
case 56: // Equipment requirements
|
|
flags |= PEE_STRENGTHREQ;
|
|
flags |= PEE_AGILITYREQ;
|
|
flags |= PEE_ENERGYREQ;
|
|
flags |= PEE_VITALITYREQ;
|
|
break;
|
|
case 92: // +Physical +Magic
|
|
flags |= PEE_PHYDEF;
|
|
flags |= PEE_GOLDDEF;
|
|
flags |= PEE_WOODDEF;
|
|
flags |= PEE_WATERDEF;
|
|
flags |= PEE_FIREDEF;
|
|
flags |= PEE_EARTHDEF;
|
|
break;
|
|
}
|
|
|
|
return flags;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get property type from property ID
|
|
/// </summary>
|
|
private static Dictionary<int, byte> s_propIdToType;
|
|
private static bool s_propMapLoaded;
|
|
private static readonly object s_propLock = new object();
|
|
|
|
private static void EnsurePropMapLoaded()
|
|
{
|
|
if (s_propMapLoaded) return;
|
|
lock (s_propLock)
|
|
{
|
|
if (s_propMapLoaded) return;
|
|
s_propIdToType = new Dictionary<int, byte>();
|
|
|
|
try
|
|
{
|
|
// Parse configs/item_ext_prop.txt to learn valid property type ids
|
|
string path = Path.Combine(UnityEngine.Application.streamingAssetsPath, "configs/item_ext_prop.txt");
|
|
if (File.Exists(path))
|
|
{
|
|
foreach (var rawLine in File.ReadLines(path))
|
|
{
|
|
string line = rawLine.Trim();
|
|
if (line.Length == 0) continue;
|
|
if (line.StartsWith("//") || line.StartsWith("#")) continue;
|
|
|
|
// Match forms like: 12: <text> or 12\t<text>
|
|
var m = Regex.Match(line, "^(?<id>\\d{1,4})\\s*[:\\t\\s]");
|
|
if (m.Success)
|
|
{
|
|
if (int.TryParse(m.Groups["id"].Value, out int id) && id >= 0 && id <= 255)
|
|
{
|
|
// Treat the id as both propId and normalized type for lack of a separate map.
|
|
if (!s_propIdToType.ContainsKey(id))
|
|
s_propIdToType[id] = (byte)id;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
catch { /* ignore parse errors; fallback below will handle */ }
|
|
|
|
s_propMapLoaded = true;
|
|
}
|
|
}
|
|
|
|
private byte GetPropertyType(int propId)
|
|
{
|
|
// Load once from item_ext_prop.txt; if not enough info, fall back to heuristics
|
|
EnsurePropMapLoaded();
|
|
|
|
if (propId >= 0 && propId <= 255)
|
|
{
|
|
if (s_propIdToType != null && s_propIdToType.TryGetValue(propId, out byte t))
|
|
return t;
|
|
return (byte)propId; // identity mapping for common types listed 0..255
|
|
}
|
|
|
|
// Refine codes and other extended ranges from original client
|
|
if (propId >= 200 && propId <= 212) return (byte)propId; // refine buckets
|
|
if (propId >= 100 && propId <= 115) return (byte)propId; // sharpener/stone buckets
|
|
|
|
// Unknown
|
|
return 0xff;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set properties to local
|
|
/// </summary>
|
|
public void SetLocalProps()
|
|
{
|
|
if (Props.Count == 0)
|
|
return;
|
|
|
|
foreach (Property prop in Props)
|
|
{
|
|
prop.Local = true;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get deadly strike rate provided by this equipment
|
|
/// </summary>
|
|
public int GetDeadlyStrikeRate(bool suiteGen)
|
|
{
|
|
int val = 0;
|
|
|
|
if (suiteGen)
|
|
{
|
|
// Suite generation logic would go here
|
|
// This is a simplified version
|
|
}
|
|
else
|
|
{
|
|
foreach (Property prop in Props)
|
|
{
|
|
byte propType = GetPropertyType(prop.Type);
|
|
if (propType == 45 || propType == 110)
|
|
val += prop.Params[0];
|
|
}
|
|
}
|
|
|
|
return val;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Decide equipment name color
|
|
/// </summary>
|
|
public int DecideNameCol()
|
|
{
|
|
int index = GetColorStrID(TemplateId);
|
|
if (index >= 0)
|
|
return index;
|
|
|
|
int col = ITEMDESC_COL_WHITE;
|
|
|
|
switch (FixProps)
|
|
{
|
|
case 1: col = ITEMDESC_COL_GREEN; break;
|
|
case 2: col = ITEMDESC_COL_YELLOW; break;
|
|
case 3: col = ITEMDESC_COL_DARKGOLD; break;
|
|
default:
|
|
if (PropNum > 0)
|
|
col = ITEMDESC_COL_LIGHTBLUE;
|
|
break;
|
|
}
|
|
|
|
return col;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get color string ID for template
|
|
/// </summary>
|
|
private int GetColorStrID(int templateId)
|
|
{
|
|
// This would normally query the game's color system
|
|
return -1;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Description Methods
|
|
|
|
/// <summary>
|
|
/// Get item description for booth buying
|
|
/// </summary>
|
|
public string GetBoothBuyDesc()
|
|
{
|
|
m_strDesc = "";
|
|
|
|
int white = ITEMDESC_COL_WHITE;
|
|
|
|
// Item name
|
|
AddDescText(white, true, GetItemDescString(ITEMDESC_NAME), GetName());
|
|
|
|
// Base stats from element data
|
|
string baseStats = GetBaseStatsDesc();
|
|
if (!string.IsNullOrEmpty(baseStats))
|
|
{
|
|
m_strDesc += GetColorString(ITEMDESC_COL_WHITE);
|
|
m_strDesc += baseStats;
|
|
m_strDesc += "\\r";
|
|
}
|
|
|
|
// Price
|
|
AddPriceDesc(white, false);
|
|
|
|
return m_strDesc;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add price description
|
|
/// </summary>
|
|
public void AddPriceDesc(int col, bool repair)
|
|
{
|
|
if (repair)
|
|
AddDescText(col, false, GetItemDescString(ITEMDESC_REPAIRCOST), GetRepairCost());
|
|
else
|
|
AddDescText(col, true, "Price: {0}", GetScaledPrice());
|
|
}
|
|
|
|
/// <summary>
|
|
/// Format property description
|
|
/// </summary>
|
|
public string FormatPropDesc(Property prop)
|
|
{
|
|
string tmpDesc = m_strDesc;
|
|
m_strDesc = "";
|
|
|
|
AddOneAddOnPropDesc(prop.Type, prop.Params, null, null, prop.Local);
|
|
|
|
string result = m_strDesc;
|
|
m_strDesc = tmpDesc;
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Format refine data into a string
|
|
/// </summary>
|
|
public string FormatRefineData(uint addonId)
|
|
{
|
|
// This would normally query the equipment addon data
|
|
// For now, return empty string
|
|
return "";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check property range value
|
|
/// </summary>
|
|
public bool CheckPropRangeValue(Property prop)
|
|
{
|
|
int idProp = prop.Type;
|
|
byte propType = GetPropertyType(idProp);
|
|
|
|
switch (propType)
|
|
{
|
|
case 25: // +Gold(%) -Fire(%)
|
|
case 26: // +Wood(%) -Gold(%)
|
|
case 27: // +Water(%) -Earth(%)
|
|
case 28: // +Fire(%) -Water(%)
|
|
case 29: // +Earth(%) -Wood(%)
|
|
case 30: // +Gold -Fire
|
|
case 31: // +Wood -Gold
|
|
case 32: // +Water -Earth
|
|
case 33: // +Fire -Water
|
|
case 34: // +Earth -Wood
|
|
case 55: // Add skill
|
|
return false;
|
|
}
|
|
|
|
// Check for range values in equipment addon data
|
|
// This would normally query the equipment addon data
|
|
return false;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Helper Methods
|
|
|
|
/// <summary>
|
|
/// Parse properties
|
|
/// </summary>
|
|
private void ParseProperties()
|
|
{
|
|
RefineLvl = 0;
|
|
PropNum = 0;
|
|
EmbedNum = 0;
|
|
|
|
if (Props.Count == 0)
|
|
return;
|
|
|
|
int level = 0;
|
|
|
|
foreach (Property prop in Props)
|
|
{
|
|
if (prop.Embed)
|
|
{
|
|
EmbedNum++;
|
|
continue;
|
|
}
|
|
else if (prop.Suite)
|
|
continue;
|
|
else if (prop.Engraved)
|
|
continue;
|
|
|
|
byte propType = GetPropertyType(prop.Type);
|
|
|
|
switch (propType)
|
|
{
|
|
case 200: // Refine physical damage
|
|
case 201: // Refine magic damage
|
|
case 202: // Refine physical defense
|
|
case 203: // Refine gold defense
|
|
case 204: // Refine wood defense
|
|
case 205: // Refine water defense
|
|
case 206: // Refine fire defense
|
|
case 207: // Refine earth defense
|
|
case 208: // Refine HP
|
|
case 209: // Refine dodge
|
|
case 210: // Refine all magic defense
|
|
case 211: // Refine physical damage & magic damage
|
|
case 212: // Refine physical defense & magic defense
|
|
level = prop.Params[1];
|
|
break;
|
|
}
|
|
|
|
if (level > 0)
|
|
RefineLvl = level;
|
|
else
|
|
PropNum++;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if this equipment belongs to a suite
|
|
/// </summary>
|
|
public int GetSuiteID()
|
|
{
|
|
// This would normally query the game's suite equip table
|
|
return 0;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get item description string by ID
|
|
/// </summary>
|
|
private string GetItemDescString(int id)
|
|
{
|
|
var tab = EC_Game.GetItemDesc();
|
|
if (tab != null && tab.IsInitialized())
|
|
{
|
|
string s = tab.GetString(id);
|
|
if (!string.IsNullOrEmpty(s)) return s;
|
|
}
|
|
// Fallback labels for common IDs when the table lacks #_index entries
|
|
switch (id)
|
|
{
|
|
case ITEMDESC_ADDPHYDAMAGE: return "Công vật lý";
|
|
case ITEMDESC_ADDMAGICDAMAGE: return "TC phép thuật";
|
|
case ITEMDESC_PHYDEFENCE: return "Thủ vật lý";
|
|
case ITEMDESC_GOLDDEFENCE: return "Kháng Kim";
|
|
case ITEMDESC_WOODDEFENCE: return "Kháng Mộc";
|
|
case ITEMDESC_WATERDEFENCE: return "Kháng Thủy";
|
|
case ITEMDESC_FIREDEFENCE: return "Kháng Hỏa";
|
|
case ITEMDESC_EARTHDEFENCE: return "Kháng Thổ";
|
|
case ITEMDESC_ATKTIME: return "Tốc độ TC(lần/giây)";
|
|
case ITEMDESC_ADDATKDIST: return "Phạm vi tấn công";
|
|
case ITEMDESC_NAME: return "Tên";
|
|
default:
|
|
return $"String_{id}";
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add description text
|
|
/// </summary>
|
|
private void AddDescText(int color, bool newLine, string format, params object[] args)
|
|
{
|
|
if (color >= 0)
|
|
{
|
|
// Add color formatting
|
|
string colorStr = GetColorString(color);
|
|
m_strDesc += colorStr;
|
|
}
|
|
|
|
if (args.Length > 0)
|
|
m_strDesc += string.Format(format, args);
|
|
else
|
|
m_strDesc += format;
|
|
|
|
if (newLine)
|
|
m_strDesc += "\\r";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get color string for color ID
|
|
/// </summary>
|
|
private string GetColorString(int colorId)
|
|
{
|
|
switch (colorId)
|
|
{
|
|
case ITEMDESC_COL_WHITE: return "^FF";
|
|
case ITEMDESC_COL_GREEN: return "^GF";
|
|
case ITEMDESC_COL_YELLOW: return "^YF";
|
|
case ITEMDESC_COL_DARKGOLD: return "^DF";
|
|
case ITEMDESC_COL_LIGHTBLUE: return "^BF";
|
|
case ITEMDESC_COL_CYANINE: return "^CF";
|
|
case ITEMDESC_COL_RED: return "^RF";
|
|
case ITEMDESC_COL_GRAY: return "^GF";
|
|
default: return "^FF";
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Convert word color to Unity Color
|
|
/// </summary>
|
|
private Color ColorFromWord(ushort wordColor)
|
|
{
|
|
// Convert word color to Unity Color
|
|
// This is a simplified conversion
|
|
return new Color(
|
|
((wordColor >> 10) & 0x1F) / 31.0f,
|
|
((wordColor >> 5) & 0x1F) / 31.0f,
|
|
(wordColor & 0x1F) / 31.0f,
|
|
1.0f
|
|
);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if property is sharpener property
|
|
/// </summary>
|
|
private bool IsSharpenerProperty(byte propType)
|
|
{
|
|
return propType >= 100 && propType <= 115;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Visualize float percent
|
|
/// </summary>
|
|
private int VisualizeFloatPercent(int value)
|
|
{
|
|
return value / 100;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add one add-on property description
|
|
/// </summary>
|
|
private void AddOneAddOnPropDesc(int idProp, int[] param, int[] aPEEVals, int[] aRefines, bool local)
|
|
{
|
|
// This is a simplified version - the full implementation would handle all property types
|
|
byte propType = GetPropertyType(idProp);
|
|
|
|
if (!IsSharpenerProperty(propType))
|
|
{
|
|
switch (propType)
|
|
{
|
|
case 0: // Physical damage
|
|
if (!local && aPEEVals != null)
|
|
aPEEVals[PEEI_PHYDAMAGE] += param[0];
|
|
AddDescText(-1, false, GetItemDescString(ITEMDESC_ADDPHYDAMAGE));
|
|
AddDescText(-1, true, " %+d", param[0]);
|
|
break;
|
|
case 3: // Magic damage
|
|
if (!local && aPEEVals != null)
|
|
aPEEVals[PEEI_MAGICDAMAGE] += param[0];
|
|
AddDescText(-1, false, GetItemDescString(ITEMDESC_ADDMAGICDAMAGE));
|
|
AddDescText(-1, true, " %+d", param[0]);
|
|
break;
|
|
case 12: // Physical defense
|
|
if (!local && aPEEVals != null)
|
|
aPEEVals[PEEI_PHYDEF] += param[0];
|
|
AddDescText(-1, false, GetItemDescString(ITEMDESC_PHYDEFENCE));
|
|
AddDescText(-1, true, " %+d", param[0]);
|
|
break;
|
|
case 35: // HP
|
|
if (!local && aPEEVals != null)
|
|
aPEEVals[PEEI_HP] += param[0];
|
|
AddDescText(-1, false, GetItemDescString(ITEMDESC_ADDHP));
|
|
AddDescText(-1, true, " %+d", param[0]);
|
|
break;
|
|
case 36: // MP
|
|
if (!local && aPEEVals != null)
|
|
aPEEVals[PEEI_MP] += param[0];
|
|
AddDescText(-1, false, GetItemDescString(ITEMDESC_ADDMP));
|
|
AddDescText(-1, true, " %+d", param[0]);
|
|
break;
|
|
case 50: // Dodge
|
|
if (!local && aPEEVals != null)
|
|
aPEEVals[PEEI_DODGE] += param[0];
|
|
AddDescText(-1, false, GetItemDescString(ITEMDESC_DODGE));
|
|
AddDescText(-1, true, " %+d", param[0]);
|
|
break;
|
|
default:
|
|
AddDescText(-1, true, GetItemDescString(ITEMDESC_ERRORPROP), idProp);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build add-ons properties description
|
|
/// </summary>
|
|
private void BuildAddOnPropDesc(int[] aPEEVals, int[] aRefines)
|
|
{
|
|
if (Props.Count == 0)
|
|
return;
|
|
|
|
// Change color
|
|
m_strDesc += GetColorString(ITEMDESC_COL_LIGHTBLUE);
|
|
|
|
foreach (Property prop in Props)
|
|
{
|
|
// Properties added by Embedded stone will be printed by BuildTesseraDesc() later
|
|
// Ignore suite properties also
|
|
if (prop.Embed || prop.Suite || prop.Engraved)
|
|
continue;
|
|
|
|
AddOneAddOnPropDesc(prop.Type, prop.Params, aPEEVals, aRefines, prop.Local);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get soul power added by this equipment
|
|
/// </summary>
|
|
public int GetSoulPowerAdded()
|
|
{
|
|
int added = 0;
|
|
int propertyCount = Props.Count;
|
|
|
|
foreach (Property prop in Props)
|
|
{
|
|
if (prop.NumParam > 0)
|
|
{
|
|
byte propType = GetPropertyType(prop.Type);
|
|
if (propType == 63) // Soul power property
|
|
{
|
|
added += prop.Params[0];
|
|
}
|
|
}
|
|
}
|
|
|
|
return added;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build tessera description
|
|
/// </summary>
|
|
private void BuildTesseraDesc()
|
|
{
|
|
if (Holes.Count == 0)
|
|
return;
|
|
|
|
int cyanine = ITEMDESC_COL_CYANINE;
|
|
|
|
foreach (int hole in Holes)
|
|
{
|
|
if (hole == 0)
|
|
continue;
|
|
|
|
// Get item name
|
|
string itemName = EC_IvtrItem.ResolveItemName(hole);
|
|
string descText = "null";
|
|
|
|
// This would normally check if it's a stone and get its description
|
|
// For now, use the item name
|
|
descText = itemName;
|
|
|
|
AddDescText(cyanine, true, GetItemDescString(ITEMDESC_2STRINGS), itemName, descText);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add suite description
|
|
/// </summary>
|
|
public void AddSuiteDesc()
|
|
{
|
|
int idSuite = GetSuiteID();
|
|
if (idSuite == 0)
|
|
return; // This equipment isn't one of any suite
|
|
|
|
// This would normally build the suite description
|
|
// For now, just add a placeholder
|
|
m_strDesc += "\\r\\r";
|
|
AddDescText(ITEMDESC_COL_YELLOW, true, "Suite Equipment");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add destroying description
|
|
/// </summary>
|
|
public void AddDestroyingDesc(int dropItemID, int num)
|
|
{
|
|
if (!IsDestroying() || dropItemID == 0 || num == 0)
|
|
return;
|
|
|
|
// This would normally get the destroying info from element data
|
|
int red = ITEMDESC_COL_RED;
|
|
|
|
m_strDesc += "\\r";
|
|
AddDescText(red, true, GetItemDescString(ITEMDESC_EQUIP_DESTROYING));
|
|
|
|
// This would normally get the item name from element data
|
|
AddDescText(red, true, GetItemDescString(ITEMDESC_EQUIP_REPAIR_NEED_ITEM), "Repair Item");
|
|
AddDescText(red, true, GetItemDescString(ITEMDESC_EQUIP_REPAIR_NEED_ITEMCNT), (int)(Math.Ceiling(num * 1.2)));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add reputation requirement description
|
|
/// </summary>
|
|
public void AddReputationReqDesc()
|
|
{
|
|
if (ReputationReq > 0)
|
|
{
|
|
// This would normally check the host player's reputation
|
|
int col = ITEMDESC_COL_WHITE; // Default to white, would check against player reputation
|
|
AddDescText(col, true, GetItemDescString(ITEMDESC_REPUTATION_REQ), ReputationReq);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get engraved property number
|
|
/// </summary>
|
|
public int GetEngravedPropertyNum()
|
|
{
|
|
int num = 0;
|
|
foreach (Property prop in Props)
|
|
{
|
|
if (prop.Engraved)
|
|
num++;
|
|
}
|
|
return num;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get preview info
|
|
/// </summary>
|
|
public string GetPreviewInfo()
|
|
{
|
|
m_strDesc = "";
|
|
BuildAddOnPropDesc(null, null);
|
|
return m_strDesc;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get add-on property description
|
|
/// </summary>
|
|
public string GetAddOnPropDesc(int num, int[] addons)
|
|
{
|
|
int[] aPEEVals = new int[MAX_PEEINDEX];
|
|
int[] aRefines = new int[MAX_REFINEINDEX];
|
|
|
|
m_strDesc = "";
|
|
if (Props.Count == 0)
|
|
return m_strDesc;
|
|
|
|
// Change color
|
|
m_strDesc += GetColorString(ITEMDESC_COL_LIGHTBLUE);
|
|
|
|
foreach (Property prop in Props)
|
|
{
|
|
if (prop.Embed || prop.Suite || prop.Engraved)
|
|
continue;
|
|
|
|
for (int j = 0; j < num; j++)
|
|
{
|
|
if ((addons[j] & 0x1fff) == prop.Type)
|
|
{
|
|
AddOneAddOnPropDesc(prop.Type, prop.Params, aPEEVals, aRefines, prop.Local);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return m_strDesc;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get engrave description
|
|
/// </summary>
|
|
public string GetEngraveDesc()
|
|
{
|
|
int[] aPEEVals = new int[MAX_PEEINDEX];
|
|
int[] aRefines = new int[MAX_REFINEINDEX];
|
|
|
|
m_strDesc = "";
|
|
if (Props.Count == 0)
|
|
return m_strDesc;
|
|
|
|
// Change color
|
|
m_strDesc += GetColorString(ITEMDESC_COL_YELLOW);
|
|
|
|
foreach (Property prop in Props)
|
|
{
|
|
if (prop.Engraved)
|
|
AddOneAddOnPropDesc(prop.Type, prop.Params, aPEEVals, aRefines, prop.Local);
|
|
}
|
|
|
|
return m_strDesc;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
|
|
/// <summary>
|
|
/// Equipment addon description class
|
|
/// </summary>
|
|
public class EC_IvtrEquipAddonDesc
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{
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private object m_pAddon;
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private string m_strDesc = "";
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/// <summary>
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/// Set addon
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/// </summary>
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public bool SetAddon(uint idEquipAddon)
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{
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if (idEquipAddon == 0)
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return false;
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// This would normally get the addon data from element data manager
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// For now, return false
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return false;
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}
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}
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} |