diablo2-web/src/game/automagic.ts

846 lines
29 KiB
TypeScript

/**
* AutoMagic: item auto-affixes loaded from AutoMagic.txt.
*
* In Diablo II, certain item classes (e.g. Amazon weapons, Sorceress orbs,
* Paladin shields, Necromancer heads) can spawn with "built-in" magical affixes
* even as white (normal) items, based on the `auto prefix` group defined in
* `weapons.txt` and `armor.txt`.
*
* In `.d2s` character saves, the `autoAffixId` is an 11-bit index referencing the
* exact row index (0..35) in `AutoMagic.txt`. Therefore, row order and indices
* must be strictly preserved without filtering or reordering.
*/
import { parseTable } from './acts.ts'
import type { D2Table } from './acts.ts'
import type { MountedArchives } from '../mpq/mount.ts'
import type { ItemBase, RolledItemProp } from './items.ts'
import { D2Rng } from './d2-rng.ts'
import type { ItemTypeTable } from './item-types.ts'
import {
calculateAlvl,
getItemTypeCode,
getBaseQlvl,
getBaseMagicLvl,
NON_RANDOM_RANGE_CODES,
} from './affix-generator.ts'
/** One modifier on an AutoMagic entry. */
export interface AutoMagicMod {
readonly code: string
readonly param?: string
readonly min: number
readonly max: number
}
/** One record from AutoMagic.txt, preserving its exact row index as id. */
export interface AutoMagicEntry {
/** Row index 0..35, matching .d2s autoAffixId. */
readonly id: number
/** Affix name (e.g. "Fletcher's", "of the Jackal"). */
readonly name: string
/** Version (100 for LoD). */
readonly version: number
/** Whether the automagic is spawnable (all 1 in 1.13c). */
readonly spawnable: boolean
/** Whether the automagic can spawn on rare items. */
readonly rare: boolean
/** Minimum item level required. */
readonly level: number
/** Maximum item level after which it will not spawn (0 if no limit). */
readonly maxlevel: number
/** Required character level to use. */
readonly levelreq: number
/** Class-specific restriction (e.g. "ama", "sor"), if any. */
readonly class?: string
/** Level requirement for that specific class, if any. */
readonly classlevelreq?: number
/** Spawn frequency / weight. */
readonly frequency: number
/** Auto prefix group (e.g. 300..305). */
readonly group: number
/** Rolled modifiers (up to 3). */
readonly mods: AutoMagicMod[]
/** Whether this automagic performs a color shift on the item. */
readonly transform: boolean
/** Color code for color shift (e.g. "cblu", "dgld"). */
readonly transformColor?: string
/** Allowed item types (itype1..7). */
readonly itypes: string[]
/** Excluded item types (etype1..3). */
readonly etypes: string[]
/** Price divide factor. */
readonly divide?: number
/** Price multiply factor. */
readonly multiply?: number
/** Price add factor. */
readonly add?: number
}
/** Predicate checking whether an item type is or inherits from target type. */
export type IsAPredicate = (typeCode: string, targetType: string) => boolean
/** Options for filtering eligible AutoMagic affixes. */
export interface EligibleAutoMagicOptions {
/** Filter to a specific auto-prefix group (e.g. 300..305). */
readonly group?: number
/** Whether the item is rare (if true, excludes entries where rare is false). */
readonly rare?: boolean
/** Specific character class (e.g. "ama", "sor"). */
readonly class?: string
/** AutoMagic table or entries to query from. */
readonly table?: AutoMagicTable | readonly AutoMagicEntry[]
}
/** A collection of AutoMagic entries with fast id lookup and eligibility helpers. */
export interface AutoMagicTable {
/** Every AutoMagic entry in exact row order (indices 0..35). */
readonly entries: readonly AutoMagicEntry[]
/** Fast lookup by row index / autoAffixId. */
readonly byId: ReadonlyMap<number, AutoMagicEntry>
/** Underlying D2Table, if loaded from one. */
readonly table?: D2Table
/** Get entry by row id (0..35). */
get(id: number): AutoMagicEntry | undefined
/** Filter eligible automagics for an item type and level. */
getEligible(
typeCode: string,
alvl: number,
isA: IsAPredicate,
options?: EligibleAutoMagicOptions,
): AutoMagicEntry[]
/** Allow iteration over all entries. */
[Symbol.iterator](): IterableIterator<AutoMagicEntry>
/** Number of entries. */
readonly length: number
/** Alias for entries. */
readonly rows: readonly AutoMagicEntry[]
/** Direct index access. */
readonly [index: number]: AutoMagicEntry | undefined
}
/** 1.13c gold standard AutoMagic.txt embedded TSV data. */
export const CANONICAL_AUTOMAGIC_TSV = `Name\tversion\tspawnable\trare\tlevel\tmaxlevel\tlevelreq\tclass\tclasslevelreq\tfrequency\tgroup\tmod1code\tmod1param\tmod1min\tmod1max\tmod2code\tmod2param\tmod2min\tmod2max\tmod3code\tmod3param\tmod3min\tmod3max\ttransform\ttransformcolor\titype1\titype2\titype3\titype4\titype5\titype6\titype7\tetype1\tetype2\tetype3\tdivide\tmultiply\tadd
Fletcher's\t100\t1\t1\t1\t\t15\t\t\t3\t300\tskilltab\t0\t1\t1\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Bowyer's\t100\t1\t1\t40\t\t30\t\t\t2\t300\tskilltab\t0\t2\t2\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Archer's\t100\t1\t\t60\t\t45\t\t\t1\t300\tskilltab\t0\t3\t3\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Acrobat's\t100\t1\t1\t1\t\t15\t\t\t3\t301\tskilltab\t1\t1\t1\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Gymnast's\t100\t1\t1\t40\t\t30\t\t\t2\t301\tskilltab\t1\t2\t2\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Athlete's\t100\t1\t\t60\t\t45\t\t\t1\t301\tskilltab\t1\t3\t3\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Harpoonist's\t100\t1\t1\t1\t\t15\t\t\t3\t302\tskilltab\t2\t1\t1\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Spearmaiden's\t100\t1\t1\t40\t\t30\t\t\t2\t302\tskilltab\t2\t2\t2\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Lancer's\t100\t1\t\t60\t\t45\t\t\t1\t302\tskilltab\t2\t3\t3\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
of the Jackal\t100\t1\t1\t1\t\t3\t\t\t6\t303\thp\t\t1\t5\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
of the Fox\t100\t1\t1\t11\t\t8\t\t\t5\t303\thp\t\t6\t10\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
of the Wolf\t100\t1\t1\t27\t\t20\t\t\t4\t303\thp\t\t11\t20\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
of the Tiger\t100\t1\t1\t43\t\t35\t\t\t3\t303\thp\t\t21\t30\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
of the Mammoth\t100\t1\t1\t59\t\t51\t\t\t2\t303\thp\t\t31\t40\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
of the Colossus\t100\t1\t\t75\t\t67\t\t\t1\t303\thp\t\t41\t60\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Lizard's\t100\t1\t1\t3\t\t2\t\t\t4\t303\tmana\t\t1\t5\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Snake's\t100\t1\t1\t12\t\t9\t\t\t3\t303\tmana\t\t5\t10\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Serpent's\t100\t1\t1\t23\t\t16\t\t\t2\t303\tmana\t\t11\t20\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Drake's\t100\t1\t1\t34\t\t26\t\t\t2\t303\tmana\t\t21\t30\t\t\t\t\t\t\t\t\t1\tcblu\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Dragon's\t100\t1\t1\t45\t\t37\t\t\t1\t303\tmana\t\t31\t40\t\t\t\t\t\t\t\t\t1\tcblu\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Wyrm's\t100\t1\t1\t56\t\t48\t\t\t1\t303\tmana\t\t41\t60\t\t\t\t\t\t\t\t\t1\tcblu\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Great Wyrm's\t100\t1\t\t67\t\t59\t\t\t1\t303\tmana\t\t61\t80\t\t\t\t\t\t\t\t\t1\tcblu\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Shimmering\t100\t1\t1\t1\t\t3\t\t\t8\t304\tres-all\t\t5\t10\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Rainbow\t100\t1\t1\t18\t\t13\t\t\t7\t304\tres-all\t\t8\t15\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Scintillating\t100\t1\t1\t28\t\t21\t\t\t6\t304\tres-all\t\t16\t30\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Prismatic\t100\t1\t1\t39\t\t31\t\t\t5\t304\tres-all\t\t25\t35\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Chromatic\t100\t1\t\t50\t\t42\t\t\t4\t304\tres-all\t\t35\t45\t\t\t\t\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Sharp\t100\t1\t1\t10\t\t5\t\t\t3\t304\tatt\t\t15\t30\tdmg%\t\t10\t20\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Fine\t100\t1\t1\t18\t\t13\t\t\t3\t304\tatt\t\t31\t60\tdmg%\t\t21\t30\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Warrior's\t100\t1\t1\t30\t\t23\t\t\t2\t304\tatt\t\t61\t80\tdmg%\t\t31\t40\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Soldier's\t100\t1\t1\t42\t\t34\t\t\t2\t304\tatt\t\t81\t100\tdmg%\t\t41\t50\t\t\t\t\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
Knight's\t100\t1\t1\t50\t\t42\t\t\t2\t304\tatt\t\t101\t121\tdmg%\t\t51\t65\t\t\t\t\t1\tdgld\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
of Blight\t100\t1\t1\t1\t\t3\t\t\t3\t305\tpois-min\t\t8\t8\tpois-max\t\t24\t24\tpois-len\t\t75\t75\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
of Venom\t100\t1\t1\t15\t\t11\t\t\t2\t305\tpois-min\t\t16\t16\tpois-max\t\t48\t48\tpois-len\t\t75\t75\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
of Pestilence\t100\t1\t1\t25\t\t18\t\t\t2\t305\tpois-min\t\t32\t32\tpois-max\t\t72\t72\tpois-len\t\t100\t100\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0
of Anthrax\t100\t1\t\t33\t\t25\t\t\t2\t305\tpois-min\t\t64\t64\tpois-max\t\t128\t128\tpois-len\t\t100\t100\t\t\tarmo\tweap\t\t\t\t\t\t\t\t\t0\t0\t0`
function createAutoMagicTable(entries: AutoMagicEntry[], table?: D2Table): AutoMagicTable {
const byId = new Map<number, AutoMagicEntry>()
for (const entry of entries) {
byId.set(entry.id, entry)
}
const result: any = {
entries,
rows: entries,
byId,
table,
get: (id: number) => byId.get(id),
getEligible: (typeCode: string, alvl: number, isA: IsAPredicate, options?: EligibleAutoMagicOptions) =>
filterEligibleAutoMagic(entries, typeCode, alvl, isA, options),
[Symbol.iterator]: () => entries[Symbol.iterator](),
}
Object.defineProperty(result, 'length', {
get: () => entries.length,
enumerable: true,
})
for (let i = 0; i < entries.length; i++) {
result[i] = entries[i]
}
return result as AutoMagicTable
}
/** Pre-parsed canonical 1.13c AutoMagic table. */
export const CANONICAL_AUTOMAGIC_TABLE: AutoMagicTable = parseAutoMagicTable(
parseTable(new TextEncoder().encode(CANONICAL_AUTOMAGIC_TSV.trim())),
)
/**
* Parse a D2Table (or Uint8Array/string) into an AutoMagicTable.
*
* Preserves the exact row order (indices 0..35) to maintain 1:1 parity with
* .d2s autoAffixId references.
*
* @param table - the tab-separated D2Table.
* @returns the parsed AutoMagicTable.
*/
export function parseAutoMagicTable(table: D2Table): AutoMagicTable
export function parseAutoMagicTable(bytes: Uint8Array): AutoMagicTable
export function parseAutoMagicTable(tsv: string): AutoMagicTable
export function parseAutoMagicTable(input: D2Table | Uint8Array | string): AutoMagicTable {
let table: D2Table
if (typeof input === 'string') {
table = parseTable(new TextEncoder().encode(input.trim()))
} else if (input instanceof Uint8Array) {
table = parseTable(input)
} else {
table = input
}
const headerMap = new Map<string, number>()
table.header.forEach((h, idx) => {
headerMap.set(h.trim().toLowerCase(), idx)
})
const getCell = (row: readonly string[], col: string): string => {
const idx = headerMap.get(col.toLowerCase())
if (idx === undefined) return ''
return (row[idx] ?? '').trim()
}
const entries: AutoMagicEntry[] = []
for (let i = 0; i < table.rows.length; i++) {
const row = table.rows[i]!
const name = getCell(row, 'name')
const rawVersion = getCell(row, 'version')
const version = rawVersion ? Number.parseInt(rawVersion, 10) : 100
const rawSpawnable = getCell(row, 'spawnable')
const spawnable = rawSpawnable === '1'
const rawRare = getCell(row, 'rare')
const rare = rawRare === '1'
const rawLevel = getCell(row, 'level')
const level = rawLevel ? Number.parseInt(rawLevel, 10) : 0
const rawMaxLevel = getCell(row, 'maxlevel')
const maxlevel = rawMaxLevel ? Number.parseInt(rawMaxLevel, 10) : 0
const rawLevelReq = getCell(row, 'levelreq')
const levelreq = rawLevelReq ? Number.parseInt(rawLevelReq, 10) : 0
const cls = getCell(row, 'class') || undefined
const rawClassLevelReq = getCell(row, 'classlevelreq')
const classlevelreq = rawClassLevelReq ? Number.parseInt(rawClassLevelReq, 10) : undefined
const rawFreq = getCell(row, 'frequency')
const frequency = rawFreq ? Number.parseInt(rawFreq, 10) : 0
const rawGroup = getCell(row, 'group')
const group = rawGroup ? Number.parseInt(rawGroup, 10) : 0
const mods: AutoMagicMod[] = []
for (let slot = 1; slot <= 3; slot++) {
const code = getCell(row, `mod${slot}code`)
if (code) {
const rawParam = getCell(row, `mod${slot}param`)
const param = rawParam !== '' ? rawParam : undefined
const rawMin = getCell(row, `mod${slot}min`)
const rawMax = getCell(row, `mod${slot}max`)
const min = rawMin !== '' ? Number.parseInt(rawMin, 10) : 0
const max = rawMax !== '' ? Number.parseInt(rawMax, 10) : min
mods.push({
code,
...(param !== undefined ? { param } : {}),
min,
max,
})
}
}
const rawTransform = getCell(row, 'transform')
const transform = rawTransform === '1'
const transformColor = getCell(row, 'transformcolor') || undefined
const itypes: string[] = []
for (let slot = 1; slot <= 7; slot++) {
const itype = getCell(row, `itype${slot}`)
if (itype) itypes.push(itype)
}
const etypes: string[] = []
for (let slot = 1; slot <= 3; slot++) {
const etype = getCell(row, `etype${slot}`)
if (etype) etypes.push(etype)
}
const rawDivide = getCell(row, 'divide')
const rawMultiply = getCell(row, 'multiply')
const rawAdd = getCell(row, 'add')
const divide = rawDivide !== '' ? Number.parseInt(rawDivide, 10) : 0
const multiply = rawMultiply !== '' ? Number.parseInt(rawMultiply, 10) : 0
const add = rawAdd !== '' ? Number.parseInt(rawAdd, 10) : 0
entries.push({
id: i,
name,
version,
spawnable,
rare,
level,
maxlevel,
levelreq,
...(cls !== undefined ? { class: cls } : {}),
...(classlevelreq !== undefined ? { classlevelreq } : {}),
frequency,
group,
mods,
transform,
...(transformColor !== undefined ? { transformColor } : {}),
itypes,
etypes,
divide,
multiply,
add,
})
}
return createAutoMagicTable(entries, table)
}
/**
* Load AutoMagic.txt from mounted MPQ archives.
*
* @param archives - mounted MPQ archives.
* @returns the parsed AutoMagicTable.
*/
export async function loadAutoMagic(archives: MountedArchives): Promise<AutoMagicTable> {
const candidatePaths = [
'data/global/excel/AutoMagic.txt',
'data\\global\\excel\\AutoMagic.txt',
'data/global/excel/automagic.txt',
'data\\global\\excel\\automagic.txt',
]
let bytes: Uint8Array | undefined
for (const p of candidatePaths) {
if (archives.has(p)) {
bytes = await archives.read(p)
break
}
}
if (!bytes) {
bytes = await archives.read('data/global/excel/AutoMagic.txt')
}
return parseAutoMagicTable(parseTable(bytes))
}
function filterEligibleAutoMagic(
entries: readonly AutoMagicEntry[],
typeCode: string,
alvl: number,
isA: IsAPredicate,
options?: EligibleAutoMagicOptions,
): AutoMagicEntry[] {
return entries.filter(entry => {
// 1. Must be spawnable
if (!entry.spawnable) return false
// 2. Minimum affix level requirement
if (entry.level > alvl) return false
// 3. Maximum affix level limit
if (entry.maxlevel > 0 && alvl > entry.maxlevel) return false
// 4. Rare check: rare items exclude non-rare affixes
if (options?.rare && !entry.rare) return false
// 5. Group filter (e.g. 300 for Amazon bows, 304 for Paladin shields)
if (options?.group !== undefined && entry.group !== options.group) return false
// 6. Class check if entry requires specific class
if (entry.class && options?.class && entry.class !== options.class) return false
// 7. Exclusion types (etype1..3)
if (entry.etypes.length > 0 && entry.etypes.some(etype => etype === typeCode || isA(typeCode, etype))) {
return false
}
// 8. Inclusion types (itype1..7)
if (entry.itypes.length > 0 && !entry.itypes.some(itype => itype === typeCode || isA(typeCode, itype))) {
return false
}
return true
})
}
/**
* Filter eligible AutoMagic entries for a given item type code and affix level.
*
* Supports flexible invocations:
* - `getEligibleAutoMagic(typeCode, alvl, isA, options?)`
* - `getEligibleAutoMagic(typeCode, alvl, isA, table, options?)`
* - `getEligibleAutoMagic(table, typeCode, alvl, isA, options?)`
*/
export function getEligibleAutoMagic(
typeCode: string,
alvl: number,
isA: IsAPredicate,
tableOrOptionsOrGroup?: AutoMagicTable | readonly AutoMagicEntry[] | EligibleAutoMagicOptions | number | boolean,
options?: EligibleAutoMagicOptions,
): AutoMagicEntry[]
export function getEligibleAutoMagic(
table: AutoMagicTable | readonly AutoMagicEntry[],
typeCode: string,
alvl: number,
isA: IsAPredicate,
options?: EligibleAutoMagicOptions,
): AutoMagicEntry[]
export function getEligibleAutoMagic(
first: string | AutoMagicTable | readonly AutoMagicEntry[],
second: number | string,
third: IsAPredicate | number,
fourth?: AutoMagicTable | readonly AutoMagicEntry[] | EligibleAutoMagicOptions | number | boolean | IsAPredicate,
fifth?: EligibleAutoMagicOptions,
): AutoMagicEntry[] {
let entries: readonly AutoMagicEntry[] = CANONICAL_AUTOMAGIC_TABLE.entries
let typeCode: string
let alvl: number
let isA: IsAPredicate
let options: EligibleAutoMagicOptions | undefined
if (typeof first === 'string') {
typeCode = first
alvl = second as number
isA = third as IsAPredicate
if (typeof fourth === 'number') {
options = { group: fourth, ...fifth }
} else if (typeof fourth === 'boolean') {
options = { rare: fourth, ...fifth }
} else if (Array.isArray(fourth)) {
entries = fourth
options = fifth
} else if (fourth && typeof fourth === 'object') {
if ('entries' in fourth) {
entries = (fourth as AutoMagicTable).entries
options = fifth
} else if ('table' in fourth && fourth.table) {
const t = fourth.table
entries = Array.isArray(t) ? t : (t as AutoMagicTable).entries
options = fourth as EligibleAutoMagicOptions
} else {
options = fourth as EligibleAutoMagicOptions
}
} else {
options = fifth
}
} else {
entries = Array.isArray(first) ? first : (first as AutoMagicTable).entries
typeCode = second as string
alvl = third as number
isA = fourth as IsAPredicate
options = fifth
}
return filterEligibleAutoMagic(entries, typeCode, alvl, isA, options)
}
/** Concrete rolled modifier from an AutoMagic entry. */
export interface RolledAutoMagicMod {
readonly code: string
readonly param?: string | undefined
readonly min: number
readonly max: number
readonly value: number
}
/** Concrete rolled AutoMagic affix on an item. */
export interface RolledAutoMagic {
readonly entry: AutoMagicEntry
readonly id: number
readonly name: string
readonly group: number
readonly level: number
readonly levelreq: number
readonly mods: readonly RolledAutoMagicMod[]
}
/**
* Fallback mapping from 1.13c item type code to AutoMagic group (Armor.txt & Weapons.txt `auto prefix` column).
* - `abow`: 300 (Amazon Bow -> Bow & Crossbow Skills)
* - `aspe`: 302 (Amazon Spear -> Javelin & Spear Skills)
* - `ajav`: 302 (Amazon Javelin -> Javelin & Spear Skills)
* - `orb`: 303 (Sorceress Orb -> Life / Mana)
* - `ashd`: 304 (Paladin Shield -> All Resistances / Enhanced Damage & Attack Rating)
* - `head`: 305 (Necromancer Shrunken Head -> Poison Damage)
*/
export const ITEM_TYPE_AUTO_PREFIX_MAP: Readonly<Record<string, number>> = {
abow: 300,
aspe: 302,
ajav: 302,
orb: 303,
ashd: 304,
head: 305,
}
/**
* Resolves the AutoMagic group (`auto prefix`, e.g. 300..305) for an item base.
*/
export function resolveAutoPrefixGroup(
base: ItemBase,
itemTypes?: ItemTypeTable,
isA?: IsAPredicate,
): number | undefined {
const explicit = (base as any).autoPrefix
if (typeof explicit === 'number' && explicit > 0) {
return explicit
}
const typeCode = getItemTypeCode(base).trim().toLowerCase()
if (ITEM_TYPE_AUTO_PREFIX_MAP[typeCode] !== undefined) {
return ITEM_TYPE_AUTO_PREFIX_MAP[typeCode]
}
if (base.tags) {
for (const tag of base.tags) {
const t = tag.trim().toLowerCase()
if (ITEM_TYPE_AUTO_PREFIX_MAP[t] !== undefined) {
return ITEM_TYPE_AUTO_PREFIX_MAP[t]
}
}
}
if (itemTypes) {
const visited = new Set<string>()
const queue: string[] = [typeCode, ...(base.tags ?? [])]
while (queue.length > 0) {
const curr = queue.shift()!.trim().toLowerCase()
if (!curr || visited.has(curr)) continue
visited.add(curr)
if (ITEM_TYPE_AUTO_PREFIX_MAP[curr] !== undefined) {
return ITEM_TYPE_AUTO_PREFIX_MAP[curr]
}
const def = itemTypes.byCode.get(curr)
if (!def) continue
if (def.equiv1) queue.push(def.equiv1)
if (def.equiv2) queue.push(def.equiv2)
}
}
if (isA) {
for (const [candidateType, grp] of Object.entries(ITEM_TYPE_AUTO_PREFIX_MAP)) {
if (isA(typeCode, candidateType)) {
return grp
}
}
}
return undefined
}
/**
* Rolls an innate AutoMagic affix for a class-specific item base (D2Common!Items).
*/
export function rollAutoMagic(
base: ItemBase,
ilvl: number,
tableOrIsA?: AutoMagicTable | IsAPredicate,
isAOrRng?: IsAPredicate | D2Rng,
rngOrOptions?: D2Rng | { readonly group?: number | undefined; readonly isRare?: boolean | undefined },
maybeOptions?: { readonly group?: number | undefined; readonly isRare?: boolean | undefined },
): RolledAutoMagic | null {
let table: AutoMagicTable = CANONICAL_AUTOMAGIC_TABLE
let isA: IsAPredicate = (a, b) => a === b
let rng: D2Rng = new D2Rng(1)
let options: { readonly group?: number | undefined; readonly isRare?: boolean | undefined } | undefined
if (typeof tableOrIsA === 'function') {
isA = tableOrIsA
if (isAOrRng instanceof D2Rng) {
rng = isAOrRng
}
if (rngOrOptions && !(rngOrOptions instanceof D2Rng)) {
options = rngOrOptions
} else {
options = maybeOptions
}
} else {
if (tableOrIsA) {
table = tableOrIsA
}
if (typeof isAOrRng === 'function') {
isA = isAOrRng
}
if (rngOrOptions instanceof D2Rng) {
rng = rngOrOptions
}
options = maybeOptions
}
const group = options?.group ?? resolveAutoPrefixGroup(base, undefined, isA)
if (!group || group <= 0) {
return null
}
const qlvl = getBaseQlvl(base)
const magicLvl = getBaseMagicLvl(base)
const alvl = calculateAlvl(ilvl, qlvl, magicLvl)
const typeCode = getItemTypeCode(base).trim().toLowerCase()
const effectiveIsA: IsAPredicate = (child, parent) => {
if (child === parent) return true
if (isA(child, parent)) return true
if (base.kind === 'armor' && parent === 'armo') return true
if (base.kind === 'weapon' && parent === 'weap') return true
if (base.tags?.some(t => t.toLowerCase() === parent.toLowerCase())) return true
return false
}
const candidates = getEligibleAutoMagic(table, typeCode, alvl, effectiveIsA, {
group,
rare: Boolean(options?.isRare),
})
if (candidates.length === 0) {
return null
}
let totalWeight = 0
for (const c of candidates) {
totalWeight += Math.max(0, c.frequency)
}
let picked: AutoMagicEntry = candidates[candidates.length - 1]!
if (totalWeight <= 0) {
picked = candidates[rng.rand(candidates.length)]!
} else {
const roll = rng.rand(totalWeight)
let acc = 0
for (const c of candidates) {
acc += Math.max(0, c.frequency)
if (roll < acc) {
picked = c
break
}
}
}
const mods: RolledAutoMagicMod[] = picked.mods.map(mod => {
const codeLower = mod.code.toLowerCase()
if (NON_RANDOM_RANGE_CODES.has(codeLower) || mod.min === mod.max) {
return {
code: mod.code,
...(mod.param !== undefined ? { param: mod.param } : {}),
min: mod.min,
max: mod.max,
value: mod.min,
}
}
const val = rng.randRange(mod.min, mod.max)
return {
code: mod.code,
...(mod.param !== undefined ? { param: mod.param } : {}),
min: mod.min,
max: mod.max,
value: val,
}
})
return {
entry: picked,
id: picked.id,
name: picked.name,
group: picked.group,
level: picked.level,
levelreq: picked.levelreq,
mods,
}
}
/**
* Starting skill ID for each character class's 30 skills (6 tiers x 5 skills per tier) in Skills.txt.
*/
export const STAFF_MOD_CLASS_SKILL_START: Readonly<Record<string, number>> = {
ama: 6,
sor: 36,
nec: 66,
pal: 96,
bar: 126,
dru: 221,
ass: 251,
}
/**
* Fallback mapping from 1.13c item type code to `StaffMods` class code (`ItemTypes.txt`).
*/
export const ITEM_TYPE_STAFF_MODS_MAP: Readonly<Record<string, string>> = {
scep: 'pal',
wand: 'nec',
staf: 'sor',
orb: 'sor',
head: 'nec',
phlm: 'bar',
pelt: 'dru',
cloa: 'ass',
h2h2: 'ass',
}
/**
* Resolves the character class (`'sor' | 'nec' | 'pal' | 'bar' | 'dru' | 'ass'`) for StaffMods on an item base.
* Traverses `ItemTypes.txt` via `equiv1` / `equiv2` and falls back to `ITEM_TYPE_STAFF_MODS_MAP`.
*/
export function resolveStaffModsClass(
base: ItemBase,
itemTypes?: ItemTypeTable,
): string | undefined {
const typeCode = getItemTypeCode(base).trim().toLowerCase()
if (itemTypes) {
const visited = new Set<string>()
const queue: string[] = [typeCode, ...(base.tags ?? [])]
while (queue.length > 0) {
const curr = queue.shift()!.trim().toLowerCase()
if (!curr || visited.has(curr)) continue
visited.add(curr)
const def = itemTypes.byCode.get(curr)
if (def) {
const sm = def.staffMods?.trim().toLowerCase()
if (sm && STAFF_MOD_CLASS_SKILL_START[sm] !== undefined) {
return sm
}
if (def.equiv1) queue.push(def.equiv1)
if (def.equiv2) queue.push(def.equiv2)
}
if (ITEM_TYPE_STAFF_MODS_MAP[curr]) {
return ITEM_TYPE_STAFF_MODS_MAP[curr]
}
}
}
if (ITEM_TYPE_STAFF_MODS_MAP[typeCode]) {
return ITEM_TYPE_STAFF_MODS_MAP[typeCode]
}
if (base.tags) {
for (const tag of base.tags) {
const t = tag.trim().toLowerCase()
if (ITEM_TYPE_STAFF_MODS_MAP[t]) {
return ITEM_TYPE_STAFF_MODS_MAP[t]
}
}
}
return undefined
}
/**
* Rolls 1.13c StaffMods (`D2Common!ITEMMOD_ApplyStaffMods`) for eligible equipment bases.
*
* Rules:
* - Each class has 30 skills across 6 tiers (reqLvl 1, 6, 12, 18, 24, 30; 5 skills per tier).
* - Base tier by `ilvl`:
* - `ilvl >= 37` -> 5
* - `ilvl >= 25` -> 4
* - `ilvl >= 19` -> 3
* - `ilvl >= 12` -> 2
* - `ilvl < 12` -> 1
* - Skill count (`r = rng.rand(100)`):
* - `r >= 90` (10%): 3 skills
* - `r >= 70` (20%): 2 skills
* - `r >= 30` (40%): 1 skill
* - `r < 30` (30%): 0 skills
* - For each slot:
* - Tier offset (`tRoll = rng.rand(100)`):
* `>= 80` (+1, max 6), `>= 30` (+0), `>= 10` (-1, min 1), `< 10` (-2, min 1).
* - Pick 1 unselected skill ID from the 5 skills in that tier.
* - Bonus roll (`bonusRoll = rng.rand(100)`):
* `>= 90` -> `+3`, `>= 60` -> `+2`, else `+1`.
* - Emit `{ code: 'skill', param: skillId, min: bonus, max: bonus, value: bonus }`.
*/
export function rollStaffMods(
base: ItemBase,
ilvl: number,
itemTypes?: ItemTypeTable,
rng?: D2Rng,
): RolledItemProp[] {
const classCode = resolveStaffModsClass(base, itemTypes)
if (!classCode) {
return []
}
const startSkillId = STAFF_MOD_CLASS_SKILL_START[classCode]
if (startSkillId === undefined) {
return []
}
const effectiveRng = rng ?? new D2Rng(1)
let baseTier = 1
if (ilvl >= 37) baseTier = 5
else if (ilvl >= 25) baseTier = 4
else if (ilvl >= 19) baseTier = 3
else if (ilvl >= 12) baseTier = 2
else baseTier = 1
const r = effectiveRng.rand(100)
let count = 0
if (r >= 90) count = 3
else if (r >= 70) count = 2
else if (r >= 30) count = 1
else count = 0
if (count === 0) {
return []
}
const selectedSkills = new Set<number>()
const props: RolledItemProp[] = []
for (let i = 0; i < count; i++) {
const tRoll = effectiveRng.rand(100)
let tierOffset = 0
if (tRoll >= 80) tierOffset = 1
else if (tRoll >= 30) tierOffset = 0
else if (tRoll >= 10) tierOffset = -1
else tierOffset = -2
const tier = Math.max(1, Math.min(6, baseTier + tierOffset))
const tierStart = startSkillId + (tier - 1) * 5
const available: number[] = []
for (let k = 0; k < 5; k++) {
const candidateId = tierStart + k
if (!selectedSkills.has(candidateId)) {
available.push(candidateId)
}
}
if (available.length === 0) {
continue
}
const skillId = available[effectiveRng.rand(available.length)]!
selectedSkills.add(skillId)
const bonusRoll = effectiveRng.rand(100)
const bonus = bonusRoll >= 90 ? 3 : bonusRoll >= 60 ? 2 : 1
props.push({
code: 'skill',
param: skillId,
min: bonus,
max: bonus,
value: bonus,
})
}
return props
}