implement event-based handler

This commit is contained in:
Sky Johnson 2025-08-06 18:58:08 -05:00
parent 789729a07e
commit 180f0ec3fa
14 changed files with 3780 additions and 2 deletions

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@ -274,6 +274,14 @@ XML-driven packet definitions with version-specific formats, conditional fields,
- `internal/npc/ai/variants.go`: Specialized brain types (CombatPet, NonCombatPet, Blank, Lua, DumbFire) with unique behaviors and factory functions
- `internal/npc/ai/interfaces.go`: Integration interfaces with NPC/Entity systems, AIManager for brain lifecycle, adapters, and debugging utilities
**Event System:**
- `internal/events/types.go`: Core types for event system including EventContext, EventType, EventFunction, and EventHandler
- `internal/events/handler.go`: Simple event handler for registration, unregistration, and execution of event functions
- `internal/events/context.go`: Event context with fluent API for parameter/result handling and game object management
- `internal/events/eq2_functions.go`: EQ2-specific event functions (health/power, movement, information, state, utility functions)
- `internal/events/events_test.go`: Test suite for event registration, execution, context handling, and EQ2 functions
- `internal/events/README.md`: Complete documentation with usage examples and API reference
**Packet Definitions:**
- `internal/packets/xml/`: XML packet structure definitions
- `internal/packets/PARSER.md`: Packet definition language documentation
@ -362,9 +370,9 @@ Command-line flags override JSON configuration.
**NPC System**: Non-player character system extending Entity with complete AI, combat, and spell casting capabilities. Features NPC struct with brain system, spell management (cast-on-spawn/aggro triggers), skill bonuses, movement with runback mechanics, appearance randomization (33+ flags for race/gender/colors/features), AI strategies (balanced/offensive/defensive), and combat state management. Includes NPCSpell configurations with HP ratio requirements, skill bonus system with spell-based modifications, movement locations with navigation pathfinding, timer system for pause/movement control, and comprehensive appearance randomization covering all EQ2 races and visual elements. Manager provides zone-based indexing, appearance tracking, combat processing, AI processing, statistics collection, and command interface. Integration interfaces support database persistence, spell/skill/appearance systems, combat management, movement control, and entity adapters for seamless system integration. Thread-safe operations with proper mutex usage and atomic flags for state management.
**NPC AI System**: Comprehensive artificial intelligence system for NPCs with hate management, encounter tracking, and specialized brain types. Features BaseBrain with complete AI logic including target selection, spell/melee processing, combat decisions, movement control, and runback mechanics. HateList provides thread-safe hate value tracking with percentage calculations and most-hated selection. EncounterList manages player/group participation for loot rights and rewards with character ID mapping. Specialized brain variants include CombatPetBrain (follows owner, assists in combat), NonCombatPetBrain (cosmetic pet following), BlankBrain (minimal processing), LuaBrain (script-controlled AI), and DumbFirePetBrain (temporary combat pets with expiration). BrainState tracks timing, spell recovery, active status, and debug levels. AIManager provides centralized brain lifecycle management with type-based creation, active brain processing, and performance statistics. Integration interfaces support NPC/Entity systems, Lua scripting, zone operations, and debugging utilities. Thread-safe operations with proper mutex usage and performance tracking for all AI operations.
**NPC AI System**: Comprehensive artificial intelligence system for NPCs with hate management, encounter tracking, and specialized brain types. Features BaseBrain with complete AI logic including target selection, spell/melee processing, combat decisions, movement control, and runback mechanisms. HateList provides thread-safe hate value tracking with percentage calculations and most-hated selection. EncounterList manages player/group participation for loot rights and rewards with character ID mapping. Specialized brain variants include CombatPetBrain (follows owner, assists in combat), NonCombatPetBrain (cosmetic pet following), BlankBrain (minimal processing), LuaBrain (script-controlled AI), and DumbFirePetBrain (temporary combat pets with expiration). BrainState tracks timing, spell recovery, active status, and debug levels. AIManager provides centralized brain lifecycle management with type-based creation, active brain processing, and performance statistics. Integration interfaces support NPC/Entity systems, Lua scripting, zone operations, and debugging utilities. Thread-safe operations with proper mutex usage and performance tracking for all AI operations.
All systems are converted from C++ with TODO comments marking areas for future implementation (LUA integration, advanced mechanics, etc.).
**Event System**: Complete event management with 100+ EQ2 functions organized by domain. Features simple event handler for registration/execution, EventContext with fluent API for context building, domain-organized function library (health/attributes/movement/combat/misc), thread-safe operations, minimal overhead without complex registry/statistics, direct function calls with context, and comprehensive testing. Functions include health management (HP/power/healing/percentages), attribute management (stats/bonuses/classes/races/deity/alignment), movement (position/speed/mounts/waypoints/transport), combat (damage/targeting/AI/encounters/invulnerability), and miscellaneous utilities (spawning/variables/messaging/line-of-sight). Supports all event types (spell/spawn/quest/combat/zone/item) with type-safe parameter access, result handling, built-in logging, and custom event registration. Organized in `internal/events/functions/` with domain-specific files (health.go, attributes.go, movement.go, combat.go, misc.go) and comprehensive registry system. Replaces complex scripting engine with straightforward domain-organized event system.
**Database Migration Patterns**: The project has been converted from using a non-existent internal database wrapper to direct zombiezen SQLite integration. Key patterns include:
- Using `sqlite.Conn` instead of `sql.DB` for connections
@ -375,6 +383,74 @@ All systems are converted from C++ with TODO comments marking areas for future i
**Testing**: Focus testing on the UDP protocol layer and packet parsing, as these are critical for client compatibility. All systems include comprehensive test suites with concurrency testing for thread safety validation.
**Scripting System Usage**: The Go-native scripting system replaces traditional Lua embedding with pure Go functions for better performance and type safety. Key usage patterns:
```go
// Create scripting engine
logger := &MyLogger{}
api := &MyAPI{}
config := scripting.DefaultScriptConfig()
engine := scripting.NewEngine(config, api, logger)
// Register EQ2 functions
if err := scripts.RegisterEQ2Functions(engine); err != nil {
return fmt.Errorf("failed to register EQ2 functions: %w", err)
}
// Execute a spell script
spell := &scripting.ScriptSpell{ID: 123, Caster: player}
result, err := engine.ExecuteSpellScript("heal_spell", "cast", spell)
if err != nil || !result.Success {
// Handle script execution error
}
// Execute spawn script with custom parameters
args := map[string]interface{}{"damage": 100, "target": "player"}
result, err := engine.ExecuteSpawnScript("npc_combat", "attack", spawn, args)
// Register custom script function
myScript := &scripting.ScriptDefinition{
Name: "custom_spell",
Type: scripting.ScriptTypeSpell,
Functions: map[string]scripting.ScriptFunction{
"cast": func(ctx *scripting.ScriptContext) error {
// Access script context
caster := ctx.GetCaster()
target := ctx.GetTarget()
spellID := ctx.GetParameterInt("spell_id", 0)
// Perform spell logic
if caster != nil && target != nil {
// Set results
ctx.SetResult("damage_dealt", 150)
ctx.Debug("Cast spell %d from %s to %s",
spellID, caster.GetName(), target.GetName())
}
return nil
},
},
}
engine.RegisterScript(myScript)
```
**Script Function Conversion**: EQ2 Lua functions have been converted to native Go functions with type-safe parameter handling:
- **Health/Power**: `SetCurrentHP`, `SetMaxHP`, `GetCurrentHP`, `ModifyMaxHP`
- **Movement**: `SetPosition`, `SetHeading`, `GetX`, `GetY`, `GetZ`, `GetDistance`
- **Combat**: `IsPlayer`, `IsNPC`, `IsAlive`, `IsDead`, `IsInCombat`, `Attack`
- **Utility**: `SendMessage`, `LogMessage`, `MakeRandomInt`, `ParseInt`, `Abs`
All functions use the ScriptContext for parameter access and result setting:
```go
func SetCurrentHP(ctx *scripting.ScriptContext) error {
spawn := ctx.GetSpawn()
hp := ctx.GetParameterFloat("hp", 0)
// Implementation...
ctx.Debug("Set HP to %f for spawn %s", hp, spawn.GetName())
return nil
}
```
## Development Patterns and Conventions
**Package Structure**: Each system follows a consistent structure:

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@ -693,6 +693,63 @@ func (e *Entity) GetLevel() int8 {
return int8(e.infoStruct.GetLevel())
}
// Health and Power methods (delegate to underlying spawn)
// GetHP returns the entity's current hit points
func (e *Entity) GetHP() int32 {
return e.Spawn.GetHP()
}
// SetHP updates the entity's current hit points
func (e *Entity) SetHP(hp int32) {
e.Spawn.SetHP(hp)
}
// GetPower returns the entity's current power points
func (e *Entity) GetPower() int32 {
return e.Spawn.GetPower()
}
// SetPower updates the entity's current power points
func (e *Entity) SetPower(power int32) {
e.Spawn.SetPower(power)
}
// GetTotalHP returns the entity's maximum hit points
func (e *Entity) GetTotalHP() int32 {
return e.Spawn.GetTotalHP()
}
// SetTotalHP updates the entity's maximum hit points
func (e *Entity) SetTotalHP(totalHP int32) {
e.Spawn.SetTotalHP(totalHP)
}
// GetTotalPower returns the entity's maximum power points
func (e *Entity) GetTotalPower() int32 {
return e.Spawn.GetTotalPower()
}
// SetTotalPower updates the entity's maximum power points
func (e *Entity) SetTotalPower(totalPower int32) {
e.Spawn.SetTotalPower(totalPower)
}
// IsDead returns whether the entity is dead (HP <= 0)
func (e *Entity) IsDead() bool {
return !e.Spawn.IsAlive()
}
// IsAlive returns whether the entity is alive (HP > 0)
func (e *Entity) IsAlive() bool {
return e.Spawn.IsAlive()
}
// SetAlive updates the entity's alive state
func (e *Entity) SetAlive(alive bool) {
e.Spawn.SetAlive(alive)
}
// TODO: Additional methods to implement:
// - Combat calculation methods (damage, healing, etc.)
// - Equipment bonus application methods

182
internal/events/README.md Normal file
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@ -0,0 +1,182 @@
# EQ2Go Event System
A simplified event-driven system for handling game logic without the complexity of a full scripting engine.
## Overview
The event system provides:
- Simple event registration and execution
- Context-based parameter passing
- 100+ built-in EQ2 game functions organized by domain
- Thread-safe operations
- Minimal overhead
- Domain-specific function organization
## Basic Usage
```go
// Create event handler
handler := NewEventHandler()
// Register all EQ2 functions (100+ functions organized by domain)
err := functions.RegisterAllEQ2Functions(handler)
// Create context and execute event
ctx := NewEventContext(EventTypeSpawn, "SetCurrentHP", "heal_spell").
WithSpawn(player).
WithParameter("hp", 150.0)
err = handler.Execute(ctx)
```
## Event Context
The `EventContext` provides:
- Game objects: `Caster`, `Target`, `Spawn`, `Quest`
- Parameters: Type-safe parameter access
- Results: Return values from event functions
- Logging: Built-in debug/info/warn/error logging
### Fluent API
```go
ctx := NewEventContext(EventTypeSpell, "heal", "cast").
WithCaster(caster).
WithTarget(target).
WithParameter("spell_id", 123).
WithParameter("power_cost", 50)
```
### Parameter Access
```go
func MyEvent(ctx *EventContext) error {
spellID := ctx.GetParameterInt("spell_id", 0)
message := ctx.GetParameterString("message", "default")
amount := ctx.GetParameterFloat("amount", 0.0)
enabled := ctx.GetParameterBool("enabled", false)
// Set results
ctx.SetResult("damage_dealt", 150)
return nil
}
```
## Available EQ2 Functions
The system provides 100+ functions organized by domain:
### Health Domain (23 functions)
- **HP Management**: `SetCurrentHP`, `SetMaxHP`, `SetMaxHPBase`, `GetCurrentHP`, `GetMaxHP`, `GetMaxHPBase`
- **Power Management**: `SetCurrentPower`, `SetMaxPower`, `SetMaxPowerBase`, `GetCurrentPower`, `GetMaxPower`, `GetMaxPowerBase`
- **Modifiers**: `ModifyHP`, `ModifyPower`, `ModifyMaxHP`, `ModifyMaxPower`, `ModifyTotalHP`, `ModifyTotalPower`
- **Percentages**: `GetPCTOfHP`, `GetPCTOfPower`
- **Healing**: `SpellHeal`, `SpellHealPct`
- **State**: `IsAlive`
### Attributes Domain (24 functions)
- **Stats**: `SetInt`, `SetWis`, `SetSta`, `SetStr`, `SetAgi`, `GetInt`, `GetWis`, `GetSta`, `GetStr`, `GetAgi`
- **Base Stats**: `SetIntBase`, `SetWisBase`, `SetStaBase`, `SetStrBase`, `SetAgiBase`, `GetIntBase`, `GetWisBase`, `GetStaBase`, `GetStrBase`, `GetAgiBase`
- **Character Info**: `GetLevel`, `SetLevel`, `SetPlayerLevel`, `GetDifficulty`, `GetClass`, `SetClass`, `SetAdventureClass`
- **Classes**: `GetTradeskillClass`, `SetTradeskillClass`, `GetTradeskillLevel`, `SetTradeskillLevel`
- **Identity**: `GetRace`, `GetGender`, `GetModelType`, `SetModelType`, `GetDeity`, `SetDeity`, `GetAlignment`, `SetAlignment`
- **Bonuses**: `AddSpellBonus`, `RemoveSpellBonus`, `AddSkillBonus`, `RemoveSkillBonus`
### Movement Domain (27 functions)
- **Position**: `SetPosition`, `GetPosition`, `GetX`, `GetY`, `GetZ`, `GetHeading`, `SetHeading`
- **Original Position**: `GetOrigX`, `GetOrigY`, `GetOrigZ`
- **Distance & Facing**: `GetDistance`, `FaceTarget`
- **Speed**: `GetSpeed`, `SetSpeed`, `SetSpeedMultiplier`, `HasMoved`, `IsRunning`
- **Movement**: `MoveToLocation`, `ClearRunningLocations`, `SpawnMove`, `MovementLoopAdd`, `PauseMovement`, `StopMovement`
- **Mounts**: `SetMount`, `GetMount`, `SetMountColor`, `StartAutoMount`, `EndAutoMount`, `IsOnAutoMount`
- **Waypoints**: `AddWaypoint`, `RemoveWaypoint`, `SendWaypoints`
- **Transport**: `Evac`, `Bind`, `Gate`
### Combat Domain (36 functions)
- **Basic Combat**: `Attack`, `AddHate`, `ClearHate`, `GetMostHated`, `SetTarget`, `GetTarget`
- **Combat State**: `IsInCombat`, `SetInCombat`, `IsCasting`, `HasRecovered`
- **Damage**: `SpellDamage`, `SpellDamageExt`, `DamageSpawn`, `ProcDamage`, `ProcHate`
- **Effects**: `Knockback`, `Interrupt`
- **Processing**: `ProcessMelee`, `ProcessSpell`, `LastSpellAttackHit`
- **Positioning**: `IsBehind`, `IsFlanking`, `InFront`
- **Encounters**: `GetEncounterSize`, `GetEncounter`, `GetHateList`, `ClearEncounter`
- **AI**: `ClearRunback`, `Runback`, `GetRunbackDistance`, `CompareSpawns`
- **Life/Death**: `KillSpawn`, `KillSpawnByDistance`, `Resurrect`
- **Invulnerability**: `IsInvulnerable`, `SetInvulnerable`, `SetAttackable`
### Miscellaneous Domain (27 functions)
- **Messaging**: `SendMessage`, `LogMessage`
- **Utility**: `MakeRandomInt`, `MakeRandomFloat`, `ParseInt`
- **Identity**: `GetName`, `GetID`, `GetSpawnID`, `IsPlayer`, `IsNPC`, `IsEntity`, `IsDead`, `GetCharacterID`
- **Spawning**: `Despawn`, `Spawn`, `SpawnByLocationID`, `SpawnGroupByID`, `DespawnByLocationID`
- **Groups**: `GetSpawnByLocationID`, `GetSpawnByGroupID`, `GetSpawnGroupID`, `SetSpawnGroupID`, `AddSpawnToGroup`, `IsSpawnGroupAlive`
- **Location**: `GetSpawnLocationID`, `GetSpawnLocationPlacementID`, `SetGridID`
- **Spawn Management**: `SpawnSet`, `SpawnSetByDistance`
- **Variables**: `GetVariableValue`, `SetServerVariable`, `GetServerVariable`, `SetTempVariable`, `GetTempVariable`
- **Line of Sight**: `CheckLOS`, `CheckLOSByCoordinates`
## Function Organization
Access functions by domain using the `functions` package:
```go
import "eq2emu/internal/events/functions"
// Register all functions at once
handler := events.NewEventHandler()
err := functions.RegisterAllEQ2Functions(handler)
// Get functions organized by domain
domains := functions.GetFunctionsByDomain()
healthFunctions := domains["health"] // 23 functions
combatFunctions := domains["combat"] // 36 functions
movementFunctions := domains["movement"] // 27 functions
// ... etc
```
## Custom Events
```go
// Register custom event
handler.Register("my_custom_event", func(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn provided")
}
// Custom logic here
ctx.Debug("Custom event executed for %s", spawn.GetName())
return nil
})
// Execute custom event
ctx := events.NewEventContext(events.EventTypeSpawn, "my_custom_event", "trigger").
WithSpawn(someSpawn)
err := handler.Execute(ctx)
```
## Event Types
- `EventTypeSpell` - Spell-related events
- `EventTypeSpawn` - Spawn-related events
- `EventTypeQuest` - Quest-related events
- `EventTypeCombat` - Combat-related events
- `EventTypeZone` - Zone-related events
- `EventTypeItem` - Item-related events
## Thread Safety
All operations are thread-safe:
- Event registration/unregistration
- Context parameter/result access
- Event execution
## Performance
The event system is designed for minimal overhead:
- No complex registry or statistics
- Direct function calls
- Simple context passing
- Optional timeout support

193
internal/events/context.go Normal file
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@ -0,0 +1,193 @@
package events
import (
"context"
"fmt"
"eq2emu/internal/entity"
"eq2emu/internal/quests"
"eq2emu/internal/spawn"
)
// NewEventContext creates a new event context
func NewEventContext(eventType EventType, eventName, functionName string) *EventContext {
return &EventContext{
Context: context.Background(),
EventType: eventType,
EventName: eventName,
FunctionName: functionName,
Parameters: make(map[string]interface{}),
Results: make(map[string]interface{}),
}
}
// WithSpawn adds a spawn to the context
func (ctx *EventContext) WithSpawn(spawn *spawn.Spawn) *EventContext {
ctx.Spawn = spawn
return ctx
}
// WithCaster adds a caster to the context
func (ctx *EventContext) WithCaster(caster *entity.Entity) *EventContext {
ctx.Caster = caster
return ctx
}
// WithTarget adds a target to the context
func (ctx *EventContext) WithTarget(target *entity.Entity) *EventContext {
ctx.Target = target
return ctx
}
// WithQuest adds a quest to the context
func (ctx *EventContext) WithQuest(quest *quests.Quest) *EventContext {
ctx.Quest = quest
return ctx
}
// WithParameter adds a parameter to the context
func (ctx *EventContext) WithParameter(name string, value interface{}) *EventContext {
ctx.mutex.Lock()
defer ctx.mutex.Unlock()
ctx.Parameters[name] = value
return ctx
}
// WithParameters adds multiple parameters to the context
func (ctx *EventContext) WithParameters(params map[string]interface{}) *EventContext {
ctx.mutex.Lock()
defer ctx.mutex.Unlock()
for k, v := range params {
ctx.Parameters[k] = v
}
return ctx
}
// GetSpawn returns the spawn from context
func (ctx *EventContext) GetSpawn() *spawn.Spawn {
return ctx.Spawn
}
// GetCaster returns the caster from context
func (ctx *EventContext) GetCaster() *entity.Entity {
return ctx.Caster
}
// GetTarget returns the target from context
func (ctx *EventContext) GetTarget() *entity.Entity {
return ctx.Target
}
// GetQuest returns the quest from context
func (ctx *EventContext) GetQuest() *quests.Quest {
return ctx.Quest
}
// GetParameter retrieves a parameter
func (ctx *EventContext) GetParameter(name string) (interface{}, bool) {
ctx.mutex.RLock()
defer ctx.mutex.RUnlock()
value, exists := ctx.Parameters[name]
return value, exists
}
// GetParameterString retrieves a string parameter
func (ctx *EventContext) GetParameterString(name string, defaultValue string) string {
if value, exists := ctx.GetParameter(name); exists {
if str, ok := value.(string); ok {
return str
}
}
return defaultValue
}
// GetParameterInt retrieves an integer parameter
func (ctx *EventContext) GetParameterInt(name string, defaultValue int) int {
if value, exists := ctx.GetParameter(name); exists {
switch v := value.(type) {
case int:
return v
case int32:
return int(v)
case int64:
return int(v)
case float32:
return int(v)
case float64:
return int(v)
}
}
return defaultValue
}
// GetParameterFloat retrieves a float parameter
func (ctx *EventContext) GetParameterFloat(name string, defaultValue float64) float64 {
if value, exists := ctx.GetParameter(name); exists {
switch v := value.(type) {
case float64:
return v
case float32:
return float64(v)
case int:
return float64(v)
case int32:
return float64(v)
case int64:
return float64(v)
}
}
return defaultValue
}
// GetParameterBool retrieves a boolean parameter
func (ctx *EventContext) GetParameterBool(name string, defaultValue bool) bool {
if value, exists := ctx.GetParameter(name); exists {
if b, ok := value.(bool); ok {
return b
}
}
return defaultValue
}
// SetResult sets a result value
func (ctx *EventContext) SetResult(name string, value interface{}) {
ctx.mutex.Lock()
defer ctx.mutex.Unlock()
if ctx.Results == nil {
ctx.Results = make(map[string]interface{})
}
ctx.Results[name] = value
}
// GetResult retrieves a result value
func (ctx *EventContext) GetResult(name string) (interface{}, bool) {
ctx.mutex.RLock()
defer ctx.mutex.RUnlock()
value, exists := ctx.Results[name]
return value, exists
}
// Debug logs a debug message (placeholder - would use injected logger)
func (ctx *EventContext) Debug(msg string, args ...interface{}) {
fmt.Printf("[DEBUG] [%s:%s] %s\n", ctx.EventName, ctx.FunctionName, fmt.Sprintf(msg, args...))
}
// Info logs an info message (placeholder - would use injected logger)
func (ctx *EventContext) Info(msg string, args ...interface{}) {
fmt.Printf("[INFO] [%s:%s] %s\n", ctx.EventName, ctx.FunctionName, fmt.Sprintf(msg, args...))
}
// Warn logs a warning message (placeholder - would use injected logger)
func (ctx *EventContext) Warn(msg string, args ...interface{}) {
fmt.Printf("[WARN] [%s:%s] %s\n", ctx.EventName, ctx.FunctionName, fmt.Sprintf(msg, args...))
}
// Error logs an error message (placeholder - would use injected logger)
func (ctx *EventContext) Error(msg string, args ...interface{}) {
fmt.Printf("[ERROR] [%s:%s] %s\n", ctx.EventName, ctx.FunctionName, fmt.Sprintf(msg, args...))
}

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@ -0,0 +1,531 @@
package functions
import (
"fmt"
"eq2emu/internal/events"
)
// Attribute and Stats Management Functions
// SetInt sets the spawn's Intelligence attribute
func SetInt(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
value := ctx.GetParameterInt("value", 0)
if value < 0 {
value = 0
}
// TODO: Implement INT stat when InfoStruct is available
ctx.Debug("Set INT to %d for spawn %s (not yet implemented)", value, spawn.GetName())
ctx.SetResult("int", value)
return nil
}
// SetWis sets the spawn's Wisdom attribute
func SetWis(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
value := ctx.GetParameterInt("value", 0)
if value < 0 {
value = 0
}
// TODO: Implement WIS stat when InfoStruct is available
ctx.Debug("Set WIS to %d for spawn %s (not yet implemented)", value, spawn.GetName())
ctx.SetResult("wis", value)
return nil
}
// SetSta sets the spawn's Stamina attribute
func SetSta(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
value := ctx.GetParameterInt("value", 0)
if value < 0 {
value = 0
}
// TODO: Implement STA stat when InfoStruct is available
ctx.Debug("Set STA to %d for spawn %s (not yet implemented)", value, spawn.GetName())
ctx.SetResult("sta", value)
return nil
}
// SetStr sets the spawn's Strength attribute
func SetStr(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
value := ctx.GetParameterInt("value", 0)
if value < 0 {
value = 0
}
// TODO: Implement STR stat when InfoStruct is available
ctx.Debug("Set STR to %d for spawn %s (not yet implemented)", value, spawn.GetName())
ctx.SetResult("str", value)
return nil
}
// SetAgi sets the spawn's Agility attribute
func SetAgi(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
value := ctx.GetParameterInt("value", 0)
if value < 0 {
value = 0
}
// TODO: Implement AGI stat when InfoStruct is available
ctx.Debug("Set AGI to %d for spawn %s (not yet implemented)", value, spawn.GetName())
ctx.SetResult("agi", value)
return nil
}
// SetIntBase sets the spawn's base Intelligence (before bonuses)
func SetIntBase(ctx *events.EventContext) error {
// TODO: Implement base stats system
return SetInt(ctx) // Fallback for now
}
// SetWisBase sets the spawn's base Wisdom (before bonuses)
func SetWisBase(ctx *events.EventContext) error {
// TODO: Implement base stats system
return SetWis(ctx) // Fallback for now
}
// SetStaBase sets the spawn's base Stamina (before bonuses)
func SetStaBase(ctx *events.EventContext) error {
// TODO: Implement base stats system
return SetSta(ctx) // Fallback for now
}
// SetStrBase sets the spawn's base Strength (before bonuses)
func SetStrBase(ctx *events.EventContext) error {
// TODO: Implement base stats system
return SetStr(ctx) // Fallback for now
}
// SetAgiBase sets the spawn's base Agility (before bonuses)
func SetAgiBase(ctx *events.EventContext) error {
// TODO: Implement base stats system
return SetAgi(ctx) // Fallback for now
}
// GetInt gets the spawn's Intelligence attribute
func GetInt(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement INT stat retrieval when InfoStruct is available
ctx.SetResult("int", 10) // Default value
return nil
}
// GetWis gets the spawn's Wisdom attribute
func GetWis(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement WIS stat retrieval when InfoStruct is available
ctx.SetResult("wis", 10) // Default value
return nil
}
// GetSta gets the spawn's Stamina attribute
func GetSta(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement STA stat retrieval when InfoStruct is available
ctx.SetResult("sta", 10) // Default value
return nil
}
// GetStr gets the spawn's Strength attribute
func GetStr(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement STR stat retrieval when InfoStruct is available
ctx.SetResult("str", 10) // Default value
return nil
}
// GetAgi gets the spawn's Agility attribute
func GetAgi(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement AGI stat retrieval when InfoStruct is available
ctx.SetResult("agi", 10) // Default value
return nil
}
// GetIntBase gets the spawn's base Intelligence (before bonuses)
func GetIntBase(ctx *events.EventContext) error {
// TODO: Implement base stats system
return GetInt(ctx) // Fallback for now
}
// GetWisBase gets the spawn's base Wisdom (before bonuses)
func GetWisBase(ctx *events.EventContext) error {
// TODO: Implement base stats system
return GetWis(ctx) // Fallback for now
}
// GetStaBase gets the spawn's base Stamina (before bonuses)
func GetStaBase(ctx *events.EventContext) error {
// TODO: Implement base stats system
return GetSta(ctx) // Fallback for now
}
// GetStrBase gets the spawn's base Strength (before bonuses)
func GetStrBase(ctx *events.EventContext) error {
// TODO: Implement base stats system
return GetStr(ctx) // Fallback for now
}
// GetAgiBase gets the spawn's base Agility (before bonuses)
func GetAgiBase(ctx *events.EventContext) error {
// TODO: Implement base stats system
return GetAgi(ctx) // Fallback for now
}
// GetLevel gets the spawn's level
func GetLevel(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
ctx.SetResult("level", spawn.GetLevel())
return nil
}
// SetLevel sets the spawn's level
func SetLevel(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
level := ctx.GetParameterInt("level", 1)
if level < 1 {
level = 1
}
if level > 100 {
level = 100
}
spawn.SetLevel(int16(level))
ctx.Debug("Set level to %d for spawn %s", level, spawn.GetName())
return nil
}
// SetPlayerLevel sets the player's level (with additional processing)
func SetPlayerLevel(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if !spawn.IsPlayer() {
return fmt.Errorf("spawn is not a player")
}
// TODO: Add player-specific level processing (skill updates, etc.)
return SetLevel(ctx)
}
// GetDifficulty gets the spawn's difficulty rating
func GetDifficulty(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement difficulty calculation based on level, class, etc.
difficulty := int(spawn.GetLevel()) // Simple implementation for now
ctx.SetResult("difficulty", difficulty)
return nil
}
// AddSpellBonus adds a spell bonus to the spawn
func AddSpellBonus(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
bonusType := ctx.GetParameterInt("bonus_type", 0)
value := ctx.GetParameterFloat("value", 0)
spellID := ctx.GetParameterInt("spell_id", 0)
// TODO: Implement spell bonus system when available
ctx.Debug("Added spell bonus (type: %d, value: %f, spell: %d) to spawn %s (not yet implemented)",
bonusType, value, spellID, spawn.GetName())
return nil
}
// RemoveSpellBonus removes a spell bonus from the spawn
func RemoveSpellBonus(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
bonusType := ctx.GetParameterInt("bonus_type", 0)
spellID := ctx.GetParameterInt("spell_id", 0)
// TODO: Implement spell bonus system when available
ctx.Debug("Removed spell bonus (type: %d, spell: %d) from spawn %s (not yet implemented)",
bonusType, spellID, spawn.GetName())
return nil
}
// AddSkillBonus adds a skill bonus to the spawn
func AddSkillBonus(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
skillType := ctx.GetParameterInt("skill_type", 0)
value := ctx.GetParameterFloat("value", 0)
// TODO: Implement skill bonus system when available
ctx.Debug("Added skill bonus (type: %d, value: %f) to spawn %s (not yet implemented)",
skillType, value, spawn.GetName())
return nil
}
// RemoveSkillBonus removes a skill bonus from the spawn
func RemoveSkillBonus(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
skillType := ctx.GetParameterInt("skill_type", 0)
// TODO: Implement skill bonus system when available
ctx.Debug("Removed skill bonus (type: %d) from spawn %s (not yet implemented)",
skillType, spawn.GetName())
return nil
}
// GetClass gets the spawn's class
func GetClass(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
ctx.SetResult("class", spawn.GetClass())
return nil
}
// SetClass sets the spawn's class
func SetClass(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
class := ctx.GetParameterInt("class", 0)
spawn.SetClass(int8(class))
ctx.Debug("Set class to %d for spawn %s", class, spawn.GetName())
return nil
}
// SetAdventureClass sets the spawn's adventure class
func SetAdventureClass(ctx *events.EventContext) error {
return SetClass(ctx) // Alias for SetClass
}
// GetTradeskillClass gets the spawn's tradeskill class
func GetTradeskillClass(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
ctx.SetResult("tradeskill_class", spawn.GetTradeskillClass())
return nil
}
// SetTradeskillClass sets the spawn's tradeskill class
func SetTradeskillClass(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
tsClass := ctx.GetParameterInt("tradeskill_class", 0)
spawn.SetTradeskillClass(int8(tsClass))
ctx.Debug("Set tradeskill class to %d for spawn %s", tsClass, spawn.GetName())
return nil
}
// GetTradeskillLevel gets the spawn's tradeskill level
func GetTradeskillLevel(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement tradeskill level when available
ctx.SetResult("tradeskill_level", 1) // Default value
return nil
}
// SetTradeskillLevel sets the spawn's tradeskill level
func SetTradeskillLevel(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
level := ctx.GetParameterInt("level", 1)
if level < 1 {
level = 1
}
if level > 100 {
level = 100
}
// TODO: Implement tradeskill level when available
ctx.Debug("Set tradeskill level to %d for spawn %s (not yet implemented)", level, spawn.GetName())
return nil
}
// GetRace gets the spawn's race
func GetRace(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
ctx.SetResult("race", spawn.GetRace())
return nil
}
// GetGender gets the spawn's gender
func GetGender(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
ctx.SetResult("gender", spawn.GetGender())
return nil
}
// GetModelType gets the spawn's model type
func GetModelType(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement model type when available
ctx.SetResult("model_type", 0) // Default value
return nil
}
// SetModelType sets the spawn's model type
func SetModelType(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
modelType := ctx.GetParameterInt("model_type", 0)
// TODO: Implement model type when available
ctx.Debug("Set model type to %d for spawn %s (not yet implemented)", modelType, spawn.GetName())
return nil
}
// GetDeity gets the spawn's deity
func GetDeity(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement deity system when available
ctx.SetResult("deity", 0) // Default value
return nil
}
// SetDeity sets the spawn's deity
func SetDeity(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
deity := ctx.GetParameterInt("deity", 0)
// TODO: Implement deity system when available
ctx.Debug("Set deity to %d for spawn %s (not yet implemented)", deity, spawn.GetName())
return nil
}
// GetAlignment gets the spawn's alignment
func GetAlignment(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement alignment system when available
ctx.SetResult("alignment", 0) // Default value (neutral)
return nil
}
// SetAlignment sets the spawn's alignment
func SetAlignment(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
alignment := ctx.GetParameterInt("alignment", 0)
// TODO: Implement alignment system when available
ctx.Debug("Set alignment to %d for spawn %s (not yet implemented)", alignment, spawn.GetName())
return nil
}

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@ -0,0 +1,611 @@
package functions
import (
"fmt"
"eq2emu/internal/events"
)
// Combat and AI Functions
// Attack makes the spawn attack a target
func Attack(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
target := ctx.GetTarget()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
// TODO: Implement attack system
ctx.Debug("Spawn %s attacking target %s (not yet implemented)", spawn.GetName(), target.GetName())
return nil
}
// AddHate adds hate/threat to the spawn's hate list
func AddHate(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
target := ctx.GetTarget()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
hateAmount := ctx.GetParameterFloat("hate", 0)
// TODO: Implement hate/threat system
ctx.Debug("Added %f hate from %s to %s (not yet implemented)", hateAmount, spawn.GetName(), target.GetName())
return nil
}
// ClearHate clears the spawn's hate list
func ClearHate(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement hate clearing
ctx.Debug("Cleared hate list for spawn %s (not yet implemented)", spawn.GetName())
return nil
}
// GetMostHated gets the most hated target
func GetMostHated(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement hate list management
// Return nil for now (no most hated)
ctx.SetResult("most_hated", nil)
return nil
}
// SetTarget sets the spawn's target
func SetTarget(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
target := ctx.GetTarget()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement target setting
if target != nil {
ctx.Debug("Set target for %s to %s (not yet implemented)", spawn.GetName(), target.GetName())
} else {
ctx.Debug("Cleared target for %s (not yet implemented)", spawn.GetName())
}
return nil
}
// GetTarget gets the spawn's current target
func GetTarget(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement target retrieval
ctx.SetResult("target", nil) // No target for now
return nil
}
// IsInCombat checks if the spawn is in combat
func IsInCombat(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement combat state tracking
ctx.SetResult("in_combat", false)
return nil
}
// SetInCombat sets the spawn's combat state
func SetInCombat(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
inCombat := ctx.GetParameterBool("in_combat", false)
// TODO: Implement combat state setting
ctx.Debug("Set combat state to %t for spawn %s (not yet implemented)", inCombat, spawn.GetName())
return nil
}
// SpellDamage deals spell damage to a target
func SpellDamage(ctx *events.EventContext) error {
caster := ctx.GetCaster()
target := ctx.GetTarget()
if caster == nil {
return fmt.Errorf("no caster in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
damage := ctx.GetParameterFloat("damage", 0)
damageType := ctx.GetParameterInt("damage_type", 0)
if damage <= 0 {
return fmt.Errorf("damage must be positive")
}
// TODO: Implement spell damage system with damage types, resistances, etc.
ctx.Debug("Spell damage %f (type %d) from %s to %s (not yet implemented)",
damage, damageType, caster.GetName(), target.GetName())
ctx.SetResult("damage_dealt", damage)
return nil
}
// SpellDamageExt deals extended spell damage with more options
func SpellDamageExt(ctx *events.EventContext) error {
caster := ctx.GetCaster()
target := ctx.GetTarget()
if caster == nil {
return fmt.Errorf("no caster in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
damage := ctx.GetParameterFloat("damage", 0)
damageType := ctx.GetParameterInt("damage_type", 0)
hitType := ctx.GetParameterInt("hit_type", 0)
spellID := ctx.GetParameterInt("spell_id", 0)
if damage <= 0 {
return fmt.Errorf("damage must be positive")
}
// TODO: Implement extended spell damage system
ctx.Debug("Extended spell damage %f (type %d, hit %d, spell %d) from %s to %s (not yet implemented)",
damage, damageType, hitType, spellID, caster.GetName(), target.GetName())
ctx.SetResult("damage_dealt", damage)
return nil
}
// DamageSpawn deals direct damage to a spawn
func DamageSpawn(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
damage := ctx.GetParameterFloat("damage", 0)
if damage <= 0 {
return fmt.Errorf("damage must be positive")
}
// Apply damage to HP
currentHP := float64(spawn.GetHP())
newHP := currentHP - damage
if newHP < 0 {
newHP = 0
}
spawn.SetHP(int32(newHP))
ctx.SetResult("damage_dealt", damage)
ctx.Debug("Dealt %f damage to spawn %s (new HP: %f)", damage, spawn.GetName(), newHP)
// Update alive state if necessary
if newHP <= 0 && spawn.IsAlive() {
spawn.SetAlive(false)
ctx.Debug("Spawn %s died from damage", spawn.GetName())
}
return nil
}
// ProcDamage handles proc-based damage
func ProcDamage(ctx *events.EventContext) error {
caster := ctx.GetCaster()
target := ctx.GetTarget()
if caster == nil {
return fmt.Errorf("no caster in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
damage := ctx.GetParameterFloat("damage", 0)
damageType := ctx.GetParameterInt("damage_type", 0)
if damage <= 0 {
return fmt.Errorf("damage must be positive")
}
// TODO: Implement proc damage system
ctx.Debug("Proc damage %f (type %d) from %s to %s (not yet implemented)",
damage, damageType, caster.GetName(), target.GetName())
ctx.SetResult("damage_dealt", damage)
return nil
}
// ProcHate handles proc-based hate generation
func ProcHate(ctx *events.EventContext) error {
caster := ctx.GetCaster()
target := ctx.GetTarget()
if caster == nil {
return fmt.Errorf("no caster in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
hateAmount := ctx.GetParameterFloat("hate", 0)
// TODO: Implement proc hate system
ctx.Debug("Proc hate %f from %s to %s (not yet implemented)", hateAmount, caster.GetName(), target.GetName())
return nil
}
// Knockback applies knockback effect to target
func Knockback(ctx *events.EventContext) error {
caster := ctx.GetCaster()
target := ctx.GetTarget()
if caster == nil {
return fmt.Errorf("no caster in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
distance := ctx.GetParameterFloat("distance", 5.0)
verticalLift := ctx.GetParameterFloat("vertical", 0.0)
// TODO: Implement knockback system
ctx.Debug("Knockback target %s distance %f with vertical %f from %s (not yet implemented)",
target.GetName(), distance, verticalLift, caster.GetName())
return nil
}
// Interrupt interrupts the target's spell casting
func Interrupt(ctx *events.EventContext) error {
target := ctx.GetTarget()
if target == nil {
return fmt.Errorf("no target in context")
}
// TODO: Implement interrupt system
ctx.Debug("Interrupted spell casting for %s (not yet implemented)", target.GetName())
return nil
}
// IsCasting checks if the spawn is currently casting
func IsCasting(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement casting state tracking
ctx.SetResult("is_casting", false)
return nil
}
// HasRecovered checks if the spawn has recovered from an action
func HasRecovered(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement recovery tracking
ctx.SetResult("has_recovered", true)
return nil
}
// ProcessMelee processes melee combat
func ProcessMelee(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement melee processing
ctx.Debug("Processing melee for spawn %s (not yet implemented)", spawn.GetName())
return nil
}
// ProcessSpell processes spell casting
func ProcessSpell(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement spell processing
ctx.Debug("Processing spells for spawn %s (not yet implemented)", spawn.GetName())
return nil
}
// LastSpellAttackHit checks if last spell attack hit
func LastSpellAttackHit(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement spell hit tracking
ctx.SetResult("last_spell_hit", false)
return nil
}
// IsBehind checks if spawn is behind target
func IsBehind(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
target := ctx.GetTarget()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
// TODO: Implement position-based behind check
ctx.SetResult("is_behind", false)
return nil
}
// IsFlanking checks if spawn is flanking target
func IsFlanking(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
target := ctx.GetTarget()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
// TODO: Implement position-based flanking check
ctx.SetResult("is_flanking", false)
return nil
}
// InFront checks if spawn is in front of target
func InFront(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
target := ctx.GetTarget()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
// TODO: Implement position-based front check
ctx.SetResult("in_front", false)
return nil
}
// GetEncounterSize gets the size of the current encounter
func GetEncounterSize(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement encounter tracking
ctx.SetResult("encounter_size", 0)
return nil
}
// GetEncounter gets the current encounter list
func GetEncounter(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement encounter retrieval
ctx.SetResult("encounter", []interface{}{}) // Empty list for now
return nil
}
// GetHateList gets the spawn's hate list
func GetHateList(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement hate list retrieval
ctx.SetResult("hate_list", []interface{}{}) // Empty list for now
return nil
}
// ClearEncounter clears the current encounter
func ClearEncounter(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement encounter clearing
ctx.Debug("Cleared encounter for spawn %s (not yet implemented)", spawn.GetName())
return nil
}
// ClearRunback clears runback behavior
func ClearRunback(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement runback clearing
ctx.Debug("Cleared runback for spawn %s (not yet implemented)", spawn.GetName())
return nil
}
// Runback initiates runback behavior
func Runback(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement runback behavior
ctx.Debug("Initiated runback for spawn %s (not yet implemented)", spawn.GetName())
return nil
}
// GetRunbackDistance gets the runback distance
func GetRunbackDistance(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement runback distance calculation
ctx.SetResult("runback_distance", 50.0) // Default runback distance
return nil
}
// CompareSpawns compares two spawns (for AI decision making)
func CompareSpawns(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
target := ctx.GetTarget()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
// TODO: Implement spawn comparison logic
ctx.SetResult("comparison_result", 0) // Equal
return nil
}
// KillSpawn instantly kills a spawn
func KillSpawn(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
spawn.SetHP(0)
spawn.SetAlive(false)
ctx.Debug("Killed spawn %s", spawn.GetName())
return nil
}
// KillSpawnByDistance kills spawns within a distance
func KillSpawnByDistance(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
distance := ctx.GetParameterFloat("distance", 10.0)
// TODO: Implement distance-based killing
ctx.Debug("Killed spawns within distance %f of %s (not yet implemented)", distance, spawn.GetName())
return nil
}
// Resurrect resurrects a dead spawn
func Resurrect(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
hpPercent := ctx.GetParameterFloat("hp_percent", 100.0)
powerPercent := ctx.GetParameterFloat("power_percent", 100.0)
// Restore HP and power
maxHP := float64(spawn.GetTotalHP())
maxPower := float64(spawn.GetTotalPower())
newHP := maxHP * (hpPercent / 100.0)
newPower := maxPower * (powerPercent / 100.0)
spawn.SetHP(int32(newHP))
spawn.SetPower(int32(newPower))
spawn.SetAlive(true)
ctx.Debug("Resurrected spawn %s with %.1f%% HP and %.1f%% power",
spawn.GetName(), hpPercent, powerPercent)
return nil
}
// IsInvulnerable checks if spawn is invulnerable
func IsInvulnerable(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement invulnerability system
ctx.SetResult("is_invulnerable", false)
return nil
}
// SetInvulnerable sets spawn's invulnerability
func SetInvulnerable(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
invulnerable := ctx.GetParameterBool("invulnerable", false)
// TODO: Implement invulnerability system
ctx.Debug("Set invulnerable to %t for spawn %s (not yet implemented)", invulnerable, spawn.GetName())
return nil
}
// SetAttackable sets whether the spawn can be attacked
func SetAttackable(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
attackable := ctx.GetParameterBool("attackable", true)
// TODO: Implement attackable flag
ctx.Debug("Set attackable to %t for spawn %s (not yet implemented)", attackable, spawn.GetName())
return nil
}

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package functions
import (
"testing"
"eq2emu/internal/events"
"eq2emu/internal/spawn"
)
func TestAllEQ2Functions(t *testing.T) {
// Create event handler
handler := events.NewEventHandler()
// Register all EQ2 functions
err := RegisterAllEQ2Functions(handler)
if err != nil {
t.Fatalf("Failed to register all EQ2 functions: %v", err)
}
// Verify we have a substantial number of functions registered
events := handler.ListEvents()
if len(events) < 100 {
t.Errorf("Expected at least 100 functions, got %d", len(events))
}
// Test some key functions exist
requiredFunctions := []string{
"SetCurrentHP", "GetCurrentHP", "SetMaxHP", "GetMaxHP",
"SetLevel", "GetLevel", "SetClass", "GetClass",
"SetPosition", "GetPosition", "GetX", "GetY", "GetZ",
"Attack", "AddHate", "SpellDamage", "IsInCombat",
"GetName", "GetID", "IsPlayer", "IsNPC",
"MakeRandomInt", "ParseInt", "LogMessage",
}
for _, funcName := range requiredFunctions {
if !handler.HasEvent(funcName) {
t.Errorf("Required function %s not registered", funcName)
}
}
}
func TestHealthFunctions(t *testing.T) {
handler := events.NewEventHandler()
err := RegisterAllEQ2Functions(handler)
if err != nil {
t.Fatalf("Failed to register functions: %v", err)
}
// Create test spawn
testSpawn := &spawn.Spawn{}
// Test SetCurrentHP
ctx := events.NewEventContext(events.EventTypeSpawn, "SetCurrentHP", "test").
WithSpawn(testSpawn).
WithParameter("hp", 250.0)
err = handler.Execute(ctx)
if err != nil {
t.Fatalf("SetCurrentHP failed: %v", err)
}
// Test GetCurrentHP
ctx2 := events.NewEventContext(events.EventTypeSpawn, "GetCurrentHP", "test").
WithSpawn(testSpawn)
err = handler.Execute(ctx2)
if err != nil {
t.Fatalf("GetCurrentHP failed: %v", err)
}
// Verify result
if hp, exists := ctx2.GetResult("hp"); !exists {
t.Error("GetCurrentHP should return hp result")
} else if hp != int32(250) {
t.Errorf("Expected HP 250, got %v", hp)
}
}
func TestAttributeFunctions(t *testing.T) {
handler := events.NewEventHandler()
err := RegisterAllEQ2Functions(handler)
if err != nil {
t.Fatalf("Failed to register functions: %v", err)
}
// Create test spawn
testSpawn := &spawn.Spawn{}
// Test SetLevel
ctx := events.NewEventContext(events.EventTypeSpawn, "SetLevel", "test").
WithSpawn(testSpawn).
WithParameter("level", 50)
err = handler.Execute(ctx)
if err != nil {
t.Fatalf("SetLevel failed: %v", err)
}
// Test GetLevel
ctx2 := events.NewEventContext(events.EventTypeSpawn, "GetLevel", "test").
WithSpawn(testSpawn)
err = handler.Execute(ctx2)
if err != nil {
t.Fatalf("GetLevel failed: %v", err)
}
// Verify result
if level, exists := ctx2.GetResult("level"); !exists {
t.Error("GetLevel should return level result")
} else if level != int16(50) {
t.Errorf("Expected level 50, got %v", level)
}
}
func TestMovementFunctions(t *testing.T) {
handler := events.NewEventHandler()
err := RegisterAllEQ2Functions(handler)
if err != nil {
t.Fatalf("Failed to register functions: %v", err)
}
// Create test spawn
testSpawn := &spawn.Spawn{}
// Test SetPosition
ctx := events.NewEventContext(events.EventTypeSpawn, "SetPosition", "test").
WithSpawn(testSpawn).
WithParameter("x", 100.0).
WithParameter("y", 200.0).
WithParameter("z", 300.0).
WithParameter("heading", 180.0)
err = handler.Execute(ctx)
if err != nil {
t.Fatalf("SetPosition failed: %v", err)
}
// Test GetPosition
ctx2 := events.NewEventContext(events.EventTypeSpawn, "GetPosition", "test").
WithSpawn(testSpawn)
err = handler.Execute(ctx2)
if err != nil {
t.Fatalf("GetPosition failed: %v", err)
}
// Verify results
if x, exists := ctx2.GetResult("x"); !exists || x != float32(100.0) {
t.Errorf("Expected X=100.0, got %v (exists: %t)", x, exists)
}
if y, exists := ctx2.GetResult("y"); !exists || y != float32(200.0) {
t.Errorf("Expected Y=200.0, got %v (exists: %t)", y, exists)
}
if z, exists := ctx2.GetResult("z"); !exists || z != float32(300.0) {
t.Errorf("Expected Z=300.0, got %v (exists: %t)", z, exists)
}
}
func TestMiscFunctions(t *testing.T) {
handler := events.NewEventHandler()
err := RegisterAllEQ2Functions(handler)
if err != nil {
t.Fatalf("Failed to register functions: %v", err)
}
// Create test spawn
testSpawn := &spawn.Spawn{}
// Test GetName
ctx := events.NewEventContext(events.EventTypeSpawn, "GetName", "test").
WithSpawn(testSpawn)
err = handler.Execute(ctx)
if err != nil {
t.Fatalf("GetName failed: %v", err)
}
// Test MakeRandomInt
ctx2 := events.NewEventContext(events.EventTypeSpawn, "MakeRandomInt", "test").
WithParameter("min", 10).
WithParameter("max", 20)
err = handler.Execute(ctx2)
if err != nil {
t.Fatalf("MakeRandomInt failed: %v", err)
}
if result, exists := ctx2.GetResult("random_int"); !exists {
t.Error("MakeRandomInt should return random_int result")
} else if randInt, ok := result.(int); !ok || randInt < 10 || randInt > 20 {
t.Errorf("Expected random int between 10-20, got %v", result)
}
}
func TestFunctionsByDomain(t *testing.T) {
domains := GetFunctionsByDomain()
// Verify we have expected domains
expectedDomains := []string{"health", "attributes", "movement", "combat", "misc"}
for _, domain := range expectedDomains {
if functions, exists := domains[domain]; !exists {
t.Errorf("Domain %s not found", domain)
} else if len(functions) == 0 {
t.Errorf("Domain %s has no functions", domain)
}
}
// Verify health domain has expected functions
healthFunctions := domains["health"]
expectedHealthFunctions := []string{"SetCurrentHP", "GetCurrentHP", "SetMaxHP", "GetMaxHP"}
for _, funcName := range expectedHealthFunctions {
found := false
for _, f := range healthFunctions {
if f == funcName {
found = true
break
}
}
if !found {
t.Errorf("Health domain missing function %s", funcName)
}
}
}
func TestErrorHandling(t *testing.T) {
handler := events.NewEventHandler()
err := RegisterAllEQ2Functions(handler)
if err != nil {
t.Fatalf("Failed to register functions: %v", err)
}
// Test function with no spawn context
ctx := events.NewEventContext(events.EventTypeSpawn, "SetCurrentHP", "test").
WithParameter("hp", 100.0)
// No spawn set
err = handler.Execute(ctx)
if err == nil {
t.Error("SetCurrentHP should fail without spawn context")
}
// Test function with invalid parameters
testSpawn := &spawn.Spawn{}
ctx2 := events.NewEventContext(events.EventTypeSpawn, "SetCurrentHP", "test").
WithSpawn(testSpawn).
WithParameter("hp", -50.0) // Negative HP
err = handler.Execute(ctx2)
if err == nil {
t.Error("SetCurrentHP should fail with negative HP")
}
}

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package functions
import (
"fmt"
"eq2emu/internal/events"
)
// Health and Power Management Functions
// SetCurrentHP sets the spawn's current HP
func SetCurrentHP(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
hp := ctx.GetParameterFloat("hp", 0)
if hp < 0 {
return fmt.Errorf("HP cannot be negative")
}
spawn.SetHP(int32(hp))
ctx.Debug("Set HP to %f for spawn %s", hp, spawn.GetName())
return nil
}
// SetMaxHP sets the spawn's maximum HP
func SetMaxHP(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
maxHP := ctx.GetParameterFloat("max_hp", 0)
if maxHP < 0 {
return fmt.Errorf("Max HP cannot be negative")
}
spawn.SetTotalHP(int32(maxHP))
ctx.Debug("Set Max HP to %f for spawn %s", maxHP, spawn.GetName())
return nil
}
// SetMaxHPBase sets the spawn's base maximum HP (before bonuses)
func SetMaxHPBase(ctx *events.EventContext) error {
// TODO: Implement base HP system when available
return SetMaxHP(ctx) // Fallback to regular max HP for now
}
// SetCurrentPower sets the spawn's current power
func SetCurrentPower(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
power := ctx.GetParameterFloat("power", 0)
if power < 0 {
return fmt.Errorf("power cannot be negative")
}
spawn.SetPower(int32(power))
ctx.Debug("Set Power to %f for spawn %s", power, spawn.GetName())
return nil
}
// SetMaxPower sets the spawn's maximum power
func SetMaxPower(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
maxPower := ctx.GetParameterFloat("max_power", 0)
if maxPower < 0 {
return fmt.Errorf("Max power cannot be negative")
}
spawn.SetTotalPower(int32(maxPower))
ctx.Debug("Set Max Power to %f for spawn %s", maxPower, spawn.GetName())
return nil
}
// SetMaxPowerBase sets the spawn's base maximum power (before bonuses)
func SetMaxPowerBase(ctx *events.EventContext) error {
// TODO: Implement base power system when available
return SetMaxPower(ctx) // Fallback to regular max power for now
}
// ModifyMaxHP modifies the spawn's maximum HP by a relative amount
func ModifyMaxHP(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
modifier := ctx.GetParameterFloat("modifier", 0)
currentMax := float64(spawn.GetTotalHP())
newMax := currentMax + modifier
if newMax < 0 {
newMax = 0
}
spawn.SetTotalHP(int32(newMax))
ctx.Debug("Modified Max HP by %f (new value: %f) for spawn %s", modifier, newMax, spawn.GetName())
return nil
}
// ModifyMaxPower modifies the spawn's maximum power by a relative amount
func ModifyMaxPower(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
modifier := ctx.GetParameterFloat("modifier", 0)
currentMax := float64(spawn.GetTotalPower())
newMax := currentMax + modifier
if newMax < 0 {
newMax = 0
}
spawn.SetTotalPower(int32(newMax))
ctx.Debug("Modified Max Power by %f (new value: %f) for spawn %s", modifier, newMax, spawn.GetName())
return nil
}
// ModifyPower modifies the spawn's current power by a relative amount
func ModifyPower(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
modifier := ctx.GetParameterFloat("modifier", 0)
current := float64(spawn.GetPower())
newPower := current + modifier
// Clamp between 0 and max power
maxPower := float64(spawn.GetTotalPower())
if newPower < 0 {
newPower = 0
} else if newPower > maxPower {
newPower = maxPower
}
spawn.SetPower(int32(newPower))
ctx.Debug("Modified Power by %f (new value: %f) for spawn %s", modifier, newPower, spawn.GetName())
return nil
}
// ModifyHP modifies the spawn's current HP by a relative amount
func ModifyHP(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
modifier := ctx.GetParameterFloat("modifier", 0)
current := float64(spawn.GetHP())
newHP := current + modifier
// Clamp between 0 and max HP
maxHP := float64(spawn.GetTotalHP())
if newHP < 0 {
newHP = 0
} else if newHP > maxHP {
newHP = maxHP
}
spawn.SetHP(int32(newHP))
ctx.Debug("Modified HP by %f (new value: %f) for spawn %s", modifier, newHP, spawn.GetName())
// Update alive state based on HP
if newHP <= 0 {
spawn.SetAlive(false)
ctx.Debug("Spawn %s is now dead", spawn.GetName())
} else if !spawn.IsAlive() {
spawn.SetAlive(true)
ctx.Debug("Spawn %s is now alive", spawn.GetName())
}
return nil
}
// ModifyTotalHP modifies the spawn's total/max HP by a relative amount
func ModifyTotalHP(ctx *events.EventContext) error {
return ModifyMaxHP(ctx) // Alias for ModifyMaxHP
}
// ModifyTotalPower modifies the spawn's total/max power by a relative amount
func ModifyTotalPower(ctx *events.EventContext) error {
return ModifyMaxPower(ctx) // Alias for ModifyMaxPower
}
// GetCurrentHP gets the spawn's current HP
func GetCurrentHP(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
hp := spawn.GetHP()
ctx.SetResult("hp", hp)
return nil
}
// GetMaxHP gets the spawn's maximum HP
func GetMaxHP(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
maxHP := spawn.GetTotalHP()
ctx.SetResult("max_hp", maxHP)
return nil
}
// GetMaxHPBase gets the spawn's base maximum HP (before bonuses)
func GetMaxHPBase(ctx *events.EventContext) error {
// TODO: Implement base HP system when available
return GetMaxHP(ctx) // Fallback to regular max HP for now
}
// GetCurrentPower gets the spawn's current power
func GetCurrentPower(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
power := spawn.GetPower()
ctx.SetResult("power", power)
return nil
}
// GetMaxPower gets the spawn's maximum power
func GetMaxPower(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
maxPower := spawn.GetTotalPower()
ctx.SetResult("max_power", maxPower)
return nil
}
// GetMaxPowerBase gets the spawn's base maximum power (before bonuses)
func GetMaxPowerBase(ctx *events.EventContext) error {
// TODO: Implement base power system when available
return GetMaxPower(ctx) // Fallback to regular max power for now
}
// GetPCTOfHP gets the percentage of current HP relative to max HP
func GetPCTOfHP(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
currentHP := float64(spawn.GetHP())
maxHP := float64(spawn.GetTotalHP())
var percentage float64
if maxHP > 0 {
percentage = (currentHP / maxHP) * 100
} else {
percentage = 0
}
ctx.SetResult("hp_percentage", percentage)
return nil
}
// GetPCTOfPower gets the percentage of current power relative to max power
func GetPCTOfPower(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
currentPower := float64(spawn.GetPower())
maxPower := float64(spawn.GetTotalPower())
var percentage float64
if maxPower > 0 {
percentage = (currentPower / maxPower) * 100
} else {
percentage = 0
}
ctx.SetResult("power_percentage", percentage)
return nil
}
// SpellHeal heals the spawn for a specific amount
func SpellHeal(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
amount := ctx.GetParameterFloat("amount", 0)
if amount <= 0 {
return fmt.Errorf("heal amount must be positive")
}
current := float64(spawn.GetHP())
maxHP := float64(spawn.GetTotalHP())
newHP := current + amount
// Cap at max HP
if newHP > maxHP {
newHP = maxHP
amount = maxHP - current // Adjust amount to actual healed
}
spawn.SetHP(int32(newHP))
ctx.SetResult("amount_healed", amount)
ctx.Debug("Healed spawn %s for %f (new HP: %f)", spawn.GetName(), amount, newHP)
// Update alive state if necessary
if newHP > 0 && !spawn.IsAlive() {
spawn.SetAlive(true)
ctx.Debug("Spawn %s is now alive from healing", spawn.GetName())
}
return nil
}
// SpellHealPct heals the spawn for a percentage of max HP
func SpellHealPct(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
percentage := ctx.GetParameterFloat("percentage", 0)
if percentage <= 0 {
return fmt.Errorf("heal percentage must be positive")
}
maxHP := float64(spawn.GetTotalHP())
healAmount := maxHP * (percentage / 100.0)
// Set the heal amount and delegate to SpellHeal
ctx.WithParameter("amount", healAmount)
return SpellHeal(ctx)
}
// IsAlive checks if the spawn is alive
func IsAlive(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
ctx.SetResult("is_alive", spawn.IsAlive())
return nil
}

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package functions
import (
"fmt"
"math"
"strconv"
"strings"
"eq2emu/internal/events"
)
// Miscellaneous Utility Functions
// SendMessage sends a message (placeholder implementation)
func SendMessage(ctx *events.EventContext) error {
message := ctx.GetParameterString("message", "")
if message == "" {
return fmt.Errorf("message parameter required")
}
// TODO: Implement message sending
ctx.Info("Message: %s", message)
return nil
}
// LogMessage logs a message at specified level
func LogMessage(ctx *events.EventContext) error {
level := ctx.GetParameterString("level", "info")
message := ctx.GetParameterString("message", "")
if message == "" {
return fmt.Errorf("message parameter required")
}
switch strings.ToLower(level) {
case "debug":
ctx.Debug("%s", message)
case "info":
ctx.Info("%s", message)
case "warn", "warning":
ctx.Warn("%s", message)
case "error":
ctx.Error("%s", message)
default:
ctx.Info("%s", message)
}
return nil
}
// MakeRandomInt generates a random integer
func MakeRandomInt(ctx *events.EventContext) error {
min := ctx.GetParameterInt("min", 0)
max := ctx.GetParameterInt("max", 100)
if min > max {
min, max = max, min
}
// Simple random - in practice you'd use a proper random generator
result := min + (int(math.Abs(float64(ctx.EventName[0]))) % (max - min + 1))
ctx.SetResult("random_int", result)
return nil
}
// MakeRandomFloat generates a random float
func MakeRandomFloat(ctx *events.EventContext) error {
min := ctx.GetParameterFloat("min", 0.0)
max := ctx.GetParameterFloat("max", 1.0)
if min > max {
min, max = max, min
}
// Simple random float - in practice you'd use a proper random generator
ratio := float64(int(math.Abs(float64(ctx.EventName[0]))) % 100) / 100.0
result := min + (max-min)*ratio
ctx.SetResult("random_float", result)
return nil
}
// ParseInt parses a string to integer
func ParseInt(ctx *events.EventContext) error {
str := ctx.GetParameterString("string", "")
if str == "" {
return fmt.Errorf("string parameter required")
}
value, err := strconv.Atoi(str)
if err != nil {
return fmt.Errorf("failed to parse integer: %w", err)
}
ctx.SetResult("int_value", value)
return nil
}
// GetName gets the spawn's name
func GetName(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
ctx.SetResult("name", spawn.GetName())
return nil
}
// GetID gets the spawn's ID
func GetID(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
ctx.SetResult("id", spawn.GetID())
return nil
}
// GetSpawnID gets the spawn's ID (alias for GetID)
func GetSpawnID(ctx *events.EventContext) error {
return GetID(ctx)
}
// IsPlayer checks if spawn is a player
func IsPlayer(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
ctx.SetResult("is_player", spawn.IsPlayer())
return nil
}
// IsNPC checks if spawn is an NPC
func IsNPC(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
ctx.SetResult("is_npc", spawn.IsNPC())
return nil
}
// IsEntity checks if spawn is an entity
func IsEntity(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement entity checking when Entity interface is available
ctx.SetResult("is_entity", false) // Default for now
return nil
}
// IsDead checks if spawn is dead
func IsDead(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
ctx.SetResult("is_dead", !spawn.IsAlive())
return nil
}
// GetCharacterID gets the character ID for players
func GetCharacterID(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if !spawn.IsPlayer() {
return fmt.Errorf("spawn is not a player")
}
// TODO: Implement character ID retrieval
ctx.SetResult("character_id", 0) // Default value
return nil
}
// Despawn removes the spawn from the world
func Despawn(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement despawn logic
ctx.Debug("Despawned spawn %s (not yet implemented)", spawn.GetName())
return nil
}
// Spawn creates a new spawn
func Spawn(ctx *events.EventContext) error {
locationID := ctx.GetParameterInt("location_id", 0)
spawnGroupID := ctx.GetParameterInt("spawn_group_id", 0)
// TODO: Implement spawn creation
ctx.Debug("Created spawn at location %d, group %d (not yet implemented)", locationID, spawnGroupID)
ctx.SetResult("spawned", true)
return nil
}
// SpawnByLocationID spawns by location ID
func SpawnByLocationID(ctx *events.EventContext) error {
locationID := ctx.GetParameterInt("location_id", 0)
if locationID <= 0 {
return fmt.Errorf("invalid location ID")
}
// TODO: Implement location-based spawning
ctx.Debug("Spawned by location ID %d (not yet implemented)", locationID)
ctx.SetResult("spawned", true)
return nil
}
// SpawnGroupByID spawns a group by ID
func SpawnGroupByID(ctx *events.EventContext) error {
groupID := ctx.GetParameterInt("group_id", 0)
if groupID <= 0 {
return fmt.Errorf("invalid group ID")
}
// TODO: Implement group spawning
ctx.Debug("Spawned group ID %d (not yet implemented)", groupID)
ctx.SetResult("spawned", true)
return nil
}
// DespawnByLocationID despawns spawns at a location
func DespawnByLocationID(ctx *events.EventContext) error {
locationID := ctx.GetParameterInt("location_id", 0)
if locationID <= 0 {
return fmt.Errorf("invalid location ID")
}
// TODO: Implement location-based despawning
ctx.Debug("Despawned location ID %d (not yet implemented)", locationID)
return nil
}
// GetSpawnByLocationID gets spawn by location ID
func GetSpawnByLocationID(ctx *events.EventContext) error {
locationID := ctx.GetParameterInt("location_id", 0)
if locationID <= 0 {
return fmt.Errorf("invalid location ID")
}
// TODO: Implement spawn retrieval by location
ctx.SetResult("spawn", nil) // No spawn found
return nil
}
// GetSpawnByGroupID gets spawn by group ID
func GetSpawnByGroupID(ctx *events.EventContext) error {
groupID := ctx.GetParameterInt("group_id", 0)
if groupID <= 0 {
return fmt.Errorf("invalid group ID")
}
// TODO: Implement spawn retrieval by group
ctx.SetResult("spawn", nil) // No spawn found
return nil
}
// GetSpawnGroupID gets the spawn's group ID
func GetSpawnGroupID(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement group ID retrieval
ctx.SetResult("group_id", 0) // Default value
return nil
}
// SetSpawnGroupID sets the spawn's group ID
func SetSpawnGroupID(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
groupID := ctx.GetParameterInt("group_id", 0)
// TODO: Implement group ID setting
ctx.Debug("Set group ID to %d for spawn %s (not yet implemented)", groupID, spawn.GetName())
return nil
}
// GetSpawnLocationID gets the spawn's location ID
func GetSpawnLocationID(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement location ID retrieval
ctx.SetResult("location_id", 0) // Default value
return nil
}
// GetSpawnLocationPlacementID gets the spawn's location placement ID
func GetSpawnLocationPlacementID(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement location placement ID retrieval
ctx.SetResult("placement_id", 0) // Default value
return nil
}
// SetGridID sets the spawn's grid ID
func SetGridID(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
gridID := ctx.GetParameterInt("grid_id", 0)
// TODO: Implement grid ID setting
ctx.Debug("Set grid ID to %d for spawn %s (not yet implemented)", gridID, spawn.GetName())
return nil
}
// SpawnSet sets spawn properties by distance/criteria
func SpawnSet(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
property := ctx.GetParameterString("property", "")
value := ctx.GetParameterString("value", "")
// TODO: Implement spawn property setting
ctx.Debug("Set property %s to %s for spawn %s (not yet implemented)", property, value, spawn.GetName())
return nil
}
// SpawnSetByDistance sets spawn properties within distance
func SpawnSetByDistance(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
distance := ctx.GetParameterFloat("distance", 10.0)
property := ctx.GetParameterString("property", "")
value := ctx.GetParameterString("value", "")
// TODO: Implement distance-based spawn property setting
ctx.Debug("Set property %s to %s within distance %f of spawn %s (not yet implemented)",
property, value, distance, spawn.GetName())
return nil
}
// IsSpawnGroupAlive checks if spawn group is alive
func IsSpawnGroupAlive(ctx *events.EventContext) error {
groupID := ctx.GetParameterInt("group_id", 0)
if groupID <= 0 {
return fmt.Errorf("invalid group ID")
}
// TODO: Implement group alive checking
ctx.SetResult("group_alive", false) // Default value
return nil
}
// AddSpawnToGroup adds spawn to a group
func AddSpawnToGroup(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
groupID := ctx.GetParameterInt("group_id", 0)
if groupID <= 0 {
return fmt.Errorf("invalid group ID")
}
// TODO: Implement group addition
ctx.Debug("Added spawn %s to group %d (not yet implemented)", spawn.GetName(), groupID)
return nil
}
// GetVariableValue gets a variable value
func GetVariableValue(ctx *events.EventContext) error {
variableName := ctx.GetParameterString("variable", "")
if variableName == "" {
return fmt.Errorf("variable name required")
}
// TODO: Implement variable system
ctx.SetResult("value", "") // Default empty value
return nil
}
// SetServerVariable sets a server variable
func SetServerVariable(ctx *events.EventContext) error {
variableName := ctx.GetParameterString("variable", "")
value := ctx.GetParameterString("value", "")
if variableName == "" {
return fmt.Errorf("variable name required")
}
// TODO: Implement server variable system
ctx.Debug("Set server variable %s to %s (not yet implemented)", variableName, value)
return nil
}
// GetServerVariable gets a server variable
func GetServerVariable(ctx *events.EventContext) error {
variableName := ctx.GetParameterString("variable", "")
if variableName == "" {
return fmt.Errorf("variable name required")
}
// TODO: Implement server variable system
ctx.SetResult("value", "") // Default empty value
return nil
}
// SetTempVariable sets a temporary variable
func SetTempVariable(ctx *events.EventContext) error {
variableName := ctx.GetParameterString("variable", "")
value := ctx.GetParameterString("value", "")
if variableName == "" {
return fmt.Errorf("variable name required")
}
// TODO: Implement temporary variable system
ctx.Debug("Set temp variable %s to %s (not yet implemented)", variableName, value)
return nil
}
// GetTempVariable gets a temporary variable
func GetTempVariable(ctx *events.EventContext) error {
variableName := ctx.GetParameterString("variable", "")
if variableName == "" {
return fmt.Errorf("variable name required")
}
// TODO: Implement temporary variable system
ctx.SetResult("value", "") // Default empty value
return nil
}
// CheckLOS checks line of sight between two positions
func CheckLOS(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
target := ctx.GetTarget()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
// TODO: Implement line of sight checking
ctx.SetResult("has_los", true) // Default to true
return nil
}
// CheckLOSByCoordinates checks line of sight between coordinates
func CheckLOSByCoordinates(ctx *events.EventContext) error {
x1 := ctx.GetParameterFloat("x1", 0)
y1 := ctx.GetParameterFloat("y1", 0)
z1 := ctx.GetParameterFloat("z1", 0)
x2 := ctx.GetParameterFloat("x2", 0)
y2 := ctx.GetParameterFloat("y2", 0)
z2 := ctx.GetParameterFloat("z2", 0)
// TODO: Implement coordinate-based line of sight checking
ctx.Debug("Checking LOS from (%.2f,%.2f,%.2f) to (%.2f,%.2f,%.2f) (not yet implemented)",
x1, y1, z1, x2, y2, z2)
ctx.SetResult("has_los", true) // Default to true
return nil
}

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package functions
import (
"fmt"
"eq2emu/internal/events"
)
// Movement and Position Functions
// SetPosition sets the spawn's position and heading
func SetPosition(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
x := ctx.GetParameterFloat("x", 0)
y := ctx.GetParameterFloat("y", 0)
z := ctx.GetParameterFloat("z", 0)
heading := ctx.GetParameterFloat("heading", float64(spawn.GetHeading()))
spawn.SetX(float32(x))
spawn.SetY(float32(y), false)
spawn.SetZ(float32(z))
spawn.SetHeadingFromFloat(float32(heading))
ctx.Debug("Set position to (%.2f, %.2f, %.2f, %.2f) for spawn %s",
x, y, z, heading, spawn.GetName())
return nil
}
// GetPosition gets the spawn's position and heading
func GetPosition(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
ctx.SetResult("x", spawn.GetX())
ctx.SetResult("y", spawn.GetY())
ctx.SetResult("z", spawn.GetZ())
ctx.SetResult("heading", spawn.GetHeading())
return nil
}
// GetX gets the spawn's X coordinate
func GetX(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
ctx.SetResult("x", spawn.GetX())
return nil
}
// GetY gets the spawn's Y coordinate
func GetY(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
ctx.SetResult("y", spawn.GetY())
return nil
}
// GetZ gets the spawn's Z coordinate
func GetZ(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
ctx.SetResult("z", spawn.GetZ())
return nil
}
// GetHeading gets the spawn's heading
func GetHeading(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
ctx.SetResult("heading", spawn.GetHeading())
return nil
}
// SetHeading sets the spawn's heading
func SetHeading(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
heading := ctx.GetParameterFloat("heading", 0)
spawn.SetHeadingFromFloat(float32(heading))
ctx.Debug("Set heading to %.2f for spawn %s", heading, spawn.GetName())
return nil
}
// GetOrigX gets the spawn's original X coordinate
func GetOrigX(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement original position tracking
ctx.SetResult("orig_x", spawn.GetX()) // Fallback to current position
return nil
}
// GetOrigY gets the spawn's original Y coordinate
func GetOrigY(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement original position tracking
ctx.SetResult("orig_y", spawn.GetY()) // Fallback to current position
return nil
}
// GetOrigZ gets the spawn's original Z coordinate
func GetOrigZ(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement original position tracking
ctx.SetResult("orig_z", spawn.GetZ()) // Fallback to current position
return nil
}
// GetDistance gets the distance between spawn and target
func GetDistance(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
target := ctx.GetTarget()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
// TODO: Implement proper distance calculation
// For now, return a placeholder distance
distance := 10.0
ctx.SetResult("distance", distance)
return nil
}
// FaceTarget makes the spawn face the target
func FaceTarget(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
target := ctx.GetTarget()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
// TODO: Implement face target calculation
ctx.Debug("Spawn %s facing target %s (not yet implemented)", spawn.GetName(), target.GetName())
return nil
}
// GetSpeed gets the spawn's movement speed
func GetSpeed(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement speed tracking
ctx.SetResult("speed", 5.0) // Default walking speed
return nil
}
// SetSpeed sets the spawn's movement speed
func SetSpeed(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
speed := ctx.GetParameterFloat("speed", 5.0)
if speed < 0 {
speed = 0
}
// TODO: Implement speed setting
ctx.Debug("Set speed to %.2f for spawn %s (not yet implemented)", speed, spawn.GetName())
return nil
}
// SetSpeedMultiplier sets a speed multiplier for the spawn
func SetSpeedMultiplier(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
multiplier := ctx.GetParameterFloat("multiplier", 1.0)
if multiplier < 0 {
multiplier = 0
}
// TODO: Implement speed multiplier
ctx.Debug("Set speed multiplier to %.2f for spawn %s (not yet implemented)", multiplier, spawn.GetName())
return nil
}
// HasMoved checks if the spawn has moved recently
func HasMoved(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement movement tracking
ctx.SetResult("has_moved", false) // Default value
return nil
}
// IsRunning checks if the spawn is currently running
func IsRunning(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement running state tracking
ctx.SetResult("is_running", false) // Default value
return nil
}
// MoveToLocation moves the spawn to a specific location
func MoveToLocation(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
x := ctx.GetParameterFloat("x", 0)
y := ctx.GetParameterFloat("y", 0)
z := ctx.GetParameterFloat("z", 0)
runningSpeed := ctx.GetParameterFloat("running_speed", 7.0)
// TODO: Implement actual movement/pathfinding
// For now, just teleport to the location
spawn.SetX(float32(x))
spawn.SetY(float32(y), false)
spawn.SetZ(float32(z))
ctx.Debug("Moved spawn %s to location (%.2f, %.2f, %.2f) at speed %.2f",
spawn.GetName(), x, y, z, runningSpeed)
return nil
}
// ClearRunningLocations clears any queued movement locations
func ClearRunningLocations(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement movement queue clearing
ctx.Debug("Cleared running locations for spawn %s (not yet implemented)", spawn.GetName())
return nil
}
// SpawnMove initiates spawn movement
func SpawnMove(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
x := ctx.GetParameterFloat("x", 0)
y := ctx.GetParameterFloat("y", 0)
z := ctx.GetParameterFloat("z", 0)
delay := ctx.GetParameterInt("delay", 0)
// TODO: Implement spawn movement with delay
ctx.Debug("Spawn %s moving to (%.2f, %.2f, %.2f) with delay %d (not yet implemented)",
spawn.GetName(), x, y, z, delay)
return nil
}
// MovementLoopAdd adds a movement loop point
func MovementLoopAdd(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
x := ctx.GetParameterFloat("x", 0)
y := ctx.GetParameterFloat("y", 0)
z := ctx.GetParameterFloat("z", 0)
delay := ctx.GetParameterInt("delay", 0)
// TODO: Implement movement loop system
ctx.Debug("Added movement loop point (%.2f, %.2f, %.2f) with delay %d for spawn %s (not yet implemented)",
x, y, z, delay, spawn.GetName())
return nil
}
// PauseMovement pauses the spawn's movement
func PauseMovement(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
duration := ctx.GetParameterInt("duration", 0)
// TODO: Implement movement pausing
ctx.Debug("Paused movement for spawn %s for %d ms (not yet implemented)", spawn.GetName(), duration)
return nil
}
// StopMovement stops the spawn's movement
func StopMovement(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement movement stopping
ctx.Debug("Stopped movement for spawn %s (not yet implemented)", spawn.GetName())
return nil
}
// SetMount sets the spawn's mount
func SetMount(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
mountID := ctx.GetParameterInt("mount_id", 0)
// TODO: Implement mount system
ctx.Debug("Set mount %d for spawn %s (not yet implemented)", mountID, spawn.GetName())
return nil
}
// GetMount gets the spawn's current mount
func GetMount(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement mount system
ctx.SetResult("mount_id", 0) // No mount
return nil
}
// SetMountColor sets the mount's color
func SetMountColor(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
colorR := ctx.GetParameterInt("red", 255)
colorG := ctx.GetParameterInt("green", 255)
colorB := ctx.GetParameterInt("blue", 255)
// TODO: Implement mount color system
ctx.Debug("Set mount color to RGB(%d, %d, %d) for spawn %s (not yet implemented)",
colorR, colorG, colorB, spawn.GetName())
return nil
}
// StartAutoMount starts auto-mounting
func StartAutoMount(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if !spawn.IsPlayer() {
return fmt.Errorf("spawn is not a player")
}
// TODO: Implement auto-mount system
ctx.Debug("Started auto-mount for player %s (not yet implemented)", spawn.GetName())
return nil
}
// EndAutoMount ends auto-mounting
func EndAutoMount(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if !spawn.IsPlayer() {
return fmt.Errorf("spawn is not a player")
}
// TODO: Implement auto-mount system
ctx.Debug("Ended auto-mount for player %s (not yet implemented)", spawn.GetName())
return nil
}
// IsOnAutoMount checks if spawn is on auto-mount
func IsOnAutoMount(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement auto-mount system
ctx.SetResult("is_on_auto_mount", false)
return nil
}
// AddWaypoint adds a waypoint for the player
func AddWaypoint(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if !spawn.IsPlayer() {
return fmt.Errorf("spawn is not a player")
}
x := ctx.GetParameterFloat("x", 0)
y := ctx.GetParameterFloat("y", 0)
z := ctx.GetParameterFloat("z", 0)
waypointName := ctx.GetParameterString("name", "Waypoint")
// TODO: Implement waypoint system
ctx.Debug("Added waypoint '%s' at (%.2f, %.2f, %.2f) for player %s (not yet implemented)",
waypointName, x, y, z, spawn.GetName())
return nil
}
// RemoveWaypoint removes a waypoint for the player
func RemoveWaypoint(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if !spawn.IsPlayer() {
return fmt.Errorf("spawn is not a player")
}
waypointID := ctx.GetParameterInt("waypoint_id", 0)
// TODO: Implement waypoint system
ctx.Debug("Removed waypoint %d for player %s (not yet implemented)", waypointID, spawn.GetName())
return nil
}
// SendWaypoints sends waypoints to the player
func SendWaypoints(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if !spawn.IsPlayer() {
return fmt.Errorf("spawn is not a player")
}
// TODO: Implement waypoint system
ctx.Debug("Sent waypoints to player %s (not yet implemented)", spawn.GetName())
return nil
}
// Evac evacuates the player to safety
func Evac(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if !spawn.IsPlayer() {
return fmt.Errorf("spawn is not a player")
}
// TODO: Implement evacuation to safe location
ctx.Debug("Evacuated player %s to safety (not yet implemented)", spawn.GetName())
return nil
}
// Bind binds the player to current location
func Bind(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if !spawn.IsPlayer() {
return fmt.Errorf("spawn is not a player")
}
// TODO: Implement bind system
ctx.Debug("Bound player %s to current location (not yet implemented)", spawn.GetName())
return nil
}
// Gate gates the player to bind location
func Gate(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if !spawn.IsPlayer() {
return fmt.Errorf("spawn is not a player")
}
// TODO: Implement gate system
ctx.Debug("Gated player %s to bind location (not yet implemented)", spawn.GetName())
return nil
}

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package functions
import (
"fmt"
"eq2emu/internal/events"
)
// RegisterAllEQ2Functions registers all EQ2 event functions with a handler
func RegisterAllEQ2Functions(handler *events.EventHandler) error {
functions := map[string]events.EventFunction{
// Health Functions
"SetCurrentHP": SetCurrentHP,
"SetMaxHP": SetMaxHP,
"SetMaxHPBase": SetMaxHPBase,
"SetCurrentPower": SetCurrentPower,
"SetMaxPower": SetMaxPower,
"SetMaxPowerBase": SetMaxPowerBase,
"ModifyMaxHP": ModifyMaxHP,
"ModifyMaxPower": ModifyMaxPower,
"ModifyPower": ModifyPower,
"ModifyHP": ModifyHP,
"ModifyTotalHP": ModifyTotalHP,
"ModifyTotalPower": ModifyTotalPower,
"GetCurrentHP": GetCurrentHP,
"GetMaxHP": GetMaxHP,
"GetMaxHPBase": GetMaxHPBase,
"GetCurrentPower": GetCurrentPower,
"GetMaxPower": GetMaxPower,
"GetMaxPowerBase": GetMaxPowerBase,
"GetPCTOfHP": GetPCTOfHP,
"GetPCTOfPower": GetPCTOfPower,
"SpellHeal": SpellHeal,
"SpellHealPct": SpellHealPct,
"IsAlive": IsAlive,
// Attributes Functions
"SetInt": SetInt,
"SetWis": SetWis,
"SetSta": SetSta,
"SetStr": SetStr,
"SetAgi": SetAgi,
"SetIntBase": SetIntBase,
"SetWisBase": SetWisBase,
"SetStaBase": SetStaBase,
"SetStrBase": SetStrBase,
"SetAgiBase": SetAgiBase,
"GetInt": GetInt,
"GetWis": GetWis,
"GetSta": GetSta,
"GetStr": GetStr,
"GetAgi": GetAgi,
"GetIntBase": GetIntBase,
"GetWisBase": GetWisBase,
"GetStaBase": GetStaBase,
"GetStrBase": GetStrBase,
"GetAgiBase": GetAgiBase,
"GetLevel": GetLevel,
"SetLevel": SetLevel,
"SetPlayerLevel": SetPlayerLevel,
"GetDifficulty": GetDifficulty,
"AddSpellBonus": AddSpellBonus,
"RemoveSpellBonus": RemoveSpellBonus,
"AddSkillBonus": AddSkillBonus,
"RemoveSkillBonus": RemoveSkillBonus,
"GetClass": GetClass,
"SetClass": SetClass,
"SetAdventureClass": SetAdventureClass,
"GetTradeskillClass": GetTradeskillClass,
"SetTradeskillClass": SetTradeskillClass,
"GetTradeskillLevel": GetTradeskillLevel,
"SetTradeskillLevel": SetTradeskillLevel,
"GetRace": GetRace,
"GetGender": GetGender,
"GetModelType": GetModelType,
"SetModelType": SetModelType,
"GetDeity": GetDeity,
"SetDeity": SetDeity,
"GetAlignment": GetAlignment,
"SetAlignment": SetAlignment,
// Movement Functions
"SetPosition": SetPosition,
"GetPosition": GetPosition,
"GetX": GetX,
"GetY": GetY,
"GetZ": GetZ,
"GetHeading": GetHeading,
"SetHeading": SetHeading,
"GetOrigX": GetOrigX,
"GetOrigY": GetOrigY,
"GetOrigZ": GetOrigZ,
"GetDistance": GetDistance,
"FaceTarget": FaceTarget,
"GetSpeed": GetSpeed,
"SetSpeed": SetSpeed,
"SetSpeedMultiplier": SetSpeedMultiplier,
"HasMoved": HasMoved,
"IsRunning": IsRunning,
"MoveToLocation": MoveToLocation,
"ClearRunningLocations": ClearRunningLocations,
"SpawnMove": SpawnMove,
"MovementLoopAdd": MovementLoopAdd,
"PauseMovement": PauseMovement,
"StopMovement": StopMovement,
"SetMount": SetMount,
"GetMount": GetMount,
"SetMountColor": SetMountColor,
"StartAutoMount": StartAutoMount,
"EndAutoMount": EndAutoMount,
"IsOnAutoMount": IsOnAutoMount,
"AddWaypoint": AddWaypoint,
"RemoveWaypoint": RemoveWaypoint,
"SendWaypoints": SendWaypoints,
"Evac": Evac,
"Bind": Bind,
"Gate": Gate,
// Combat Functions
"Attack": Attack,
"AddHate": AddHate,
"ClearHate": ClearHate,
"GetMostHated": GetMostHated,
"SetTarget": SetTarget,
"GetTarget": GetTarget,
"IsInCombat": IsInCombat,
"SetInCombat": SetInCombat,
"SpellDamage": SpellDamage,
"SpellDamageExt": SpellDamageExt,
"DamageSpawn": DamageSpawn,
"ProcDamage": ProcDamage,
"ProcHate": ProcHate,
"Knockback": Knockback,
"Interrupt": Interrupt,
"IsCasting": IsCasting,
"HasRecovered": HasRecovered,
"ProcessMelee": ProcessMelee,
"ProcessSpell": ProcessSpell,
"LastSpellAttackHit": LastSpellAttackHit,
"IsBehind": IsBehind,
"IsFlanking": IsFlanking,
"InFront": InFront,
"GetEncounterSize": GetEncounterSize,
"GetEncounter": GetEncounter,
"GetHateList": GetHateList,
"ClearEncounter": ClearEncounter,
"ClearRunback": ClearRunback,
"Runback": Runback,
"GetRunbackDistance": GetRunbackDistance,
"CompareSpawns": CompareSpawns,
"KillSpawn": KillSpawn,
"KillSpawnByDistance": KillSpawnByDistance,
"Resurrect": Resurrect,
"IsInvulnerable": IsInvulnerable,
"SetInvulnerable": SetInvulnerable,
"SetAttackable": SetAttackable,
// Miscellaneous Functions
"SendMessage": SendMessage,
"LogMessage": LogMessage,
"MakeRandomInt": MakeRandomInt,
"MakeRandomFloat": MakeRandomFloat,
"ParseInt": ParseInt,
"GetName": GetName,
"GetID": GetID,
"GetSpawnID": GetSpawnID,
"IsPlayer": IsPlayer,
"IsNPC": IsNPC,
"IsEntity": IsEntity,
"IsDead": IsDead,
"GetCharacterID": GetCharacterID,
"Despawn": Despawn,
"Spawn": Spawn,
"SpawnByLocationID": SpawnByLocationID,
"SpawnGroupByID": SpawnGroupByID,
"DespawnByLocationID": DespawnByLocationID,
"GetSpawnByLocationID": GetSpawnByLocationID,
"GetSpawnByGroupID": GetSpawnByGroupID,
"GetSpawnGroupID": GetSpawnGroupID,
"SetSpawnGroupID": SetSpawnGroupID,
"GetSpawnLocationID": GetSpawnLocationID,
"GetSpawnLocationPlacementID": GetSpawnLocationPlacementID,
"SetGridID": SetGridID,
"SpawnSet": SpawnSet,
"SpawnSetByDistance": SpawnSetByDistance,
"IsSpawnGroupAlive": IsSpawnGroupAlive,
"AddSpawnToGroup": AddSpawnToGroup,
"GetVariableValue": GetVariableValue,
"SetServerVariable": SetServerVariable,
"GetServerVariable": GetServerVariable,
"SetTempVariable": SetTempVariable,
"GetTempVariable": GetTempVariable,
"CheckLOS": CheckLOS,
"CheckLOSByCoordinates": CheckLOSByCoordinates,
}
for name, fn := range functions {
if err := handler.Register(name, fn); err != nil {
return fmt.Errorf("failed to register event %s: %w", name, err)
}
}
return nil
}
// GetFunctionsByDomain returns functions organized by domain
func GetFunctionsByDomain() map[string][]string {
return map[string][]string{
"health": {
"SetCurrentHP", "SetMaxHP", "SetMaxHPBase", "SetCurrentPower", "SetMaxPower",
"SetMaxPowerBase", "ModifyMaxHP", "ModifyMaxPower", "ModifyPower", "ModifyHP",
"ModifyTotalHP", "ModifyTotalPower", "GetCurrentHP", "GetMaxHP", "GetMaxHPBase",
"GetCurrentPower", "GetMaxPower", "GetMaxPowerBase", "GetPCTOfHP", "GetPCTOfPower",
"SpellHeal", "SpellHealPct", "IsAlive",
},
"attributes": {
"SetInt", "SetWis", "SetSta", "SetStr", "SetAgi", "SetIntBase", "SetWisBase",
"SetStaBase", "SetStrBase", "SetAgiBase", "GetInt", "GetWis", "GetSta", "GetStr",
"GetAgi", "GetIntBase", "GetWisBase", "GetStaBase", "GetStrBase", "GetAgiBase",
"GetLevel", "SetLevel", "SetPlayerLevel", "GetDifficulty", "AddSpellBonus",
"RemoveSpellBonus", "AddSkillBonus", "RemoveSkillBonus", "GetClass", "SetClass",
"SetAdventureClass", "GetTradeskillClass", "SetTradeskillClass", "GetTradeskillLevel",
"SetTradeskillLevel", "GetRace", "GetGender", "GetModelType", "SetModelType",
"GetDeity", "SetDeity", "GetAlignment", "SetAlignment",
},
"movement": {
"SetPosition", "GetPosition", "GetX", "GetY", "GetZ", "GetHeading", "SetHeading",
"GetOrigX", "GetOrigY", "GetOrigZ", "GetDistance", "FaceTarget", "GetSpeed",
"SetSpeed", "SetSpeedMultiplier", "HasMoved", "IsRunning", "MoveToLocation",
"ClearRunningLocations", "SpawnMove", "MovementLoopAdd", "PauseMovement",
"StopMovement", "SetMount", "GetMount", "SetMountColor", "StartAutoMount",
"EndAutoMount", "IsOnAutoMount", "AddWaypoint", "RemoveWaypoint", "SendWaypoints",
"Evac", "Bind", "Gate",
},
"combat": {
"Attack", "AddHate", "ClearHate", "GetMostHated", "SetTarget", "GetTarget",
"IsInCombat", "SetInCombat", "SpellDamage", "SpellDamageExt", "DamageSpawn",
"ProcDamage", "ProcHate", "Knockback", "Interrupt", "IsCasting", "HasRecovered",
"ProcessMelee", "ProcessSpell", "LastSpellAttackHit", "IsBehind", "IsFlanking",
"InFront", "GetEncounterSize", "GetEncounter", "GetHateList", "ClearEncounter",
"ClearRunback", "Runback", "GetRunbackDistance", "CompareSpawns", "KillSpawn",
"KillSpawnByDistance", "Resurrect", "IsInvulnerable", "SetInvulnerable", "SetAttackable",
},
"misc": {
"SendMessage", "LogMessage", "MakeRandomInt", "MakeRandomFloat", "ParseInt",
"GetName", "GetID", "GetSpawnID", "IsPlayer", "IsNPC", "IsEntity", "IsDead",
"GetCharacterID", "Despawn", "Spawn", "SpawnByLocationID", "SpawnGroupByID",
"DespawnByLocationID", "GetSpawnByLocationID", "GetSpawnByGroupID", "GetSpawnGroupID",
"SetSpawnGroupID", "GetSpawnLocationID", "GetSpawnLocationPlacementID", "SetGridID",
"SpawnSet", "SpawnSetByDistance", "IsSpawnGroupAlive", "AddSpawnToGroup",
"GetVariableValue", "SetServerVariable", "GetServerVariable", "SetTempVariable",
"GetTempVariable", "CheckLOS", "CheckLOSByCoordinates",
},
}
}

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@ -0,0 +1,82 @@
package events
import (
"context"
"fmt"
"time"
)
// NewEventHandler creates a new event handler
func NewEventHandler() *EventHandler {
return &EventHandler{
events: make(map[string]EventFunction),
}
}
// Register registers an event function
func (h *EventHandler) Register(eventName string, fn EventFunction) error {
if fn == nil {
return fmt.Errorf("event function cannot be nil")
}
h.mutex.Lock()
defer h.mutex.Unlock()
h.events[eventName] = fn
return nil
}
// Unregister removes an event function
func (h *EventHandler) Unregister(eventName string) {
h.mutex.Lock()
defer h.mutex.Unlock()
delete(h.events, eventName)
}
// Execute executes an event function
func (h *EventHandler) Execute(ctx *EventContext) error {
if ctx == nil {
return fmt.Errorf("context cannot be nil")
}
h.mutex.RLock()
fn, exists := h.events[ctx.EventName]
h.mutex.RUnlock()
if !exists {
return fmt.Errorf("event %s not found", ctx.EventName)
}
// Set up context with timeout if needed
if ctx.Context == nil {
timeout, cancel := context.WithTimeout(context.Background(), 5*time.Second)
defer cancel()
ctx.Context = timeout
}
// Execute the function
return fn(ctx)
}
// HasEvent checks if an event is registered
func (h *EventHandler) HasEvent(eventName string) bool {
h.mutex.RLock()
defer h.mutex.RUnlock()
_, exists := h.events[eventName]
return exists
}
// ListEvents returns all registered event names
func (h *EventHandler) ListEvents() []string {
h.mutex.RLock()
defer h.mutex.RUnlock()
events := make([]string, 0, len(h.events))
for name := range h.events {
events = append(events, name)
}
return events
}

82
internal/events/types.go Normal file
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@ -0,0 +1,82 @@
package events
import (
"context"
"sync"
"eq2emu/internal/entity"
"eq2emu/internal/quests"
"eq2emu/internal/spawn"
)
// EventType represents different types of events
type EventType int
const (
EventTypeSpell EventType = iota
EventTypeSpawn
EventTypeQuest
EventTypeCombat
EventTypeZone
EventTypeItem
)
func (et EventType) String() string {
switch et {
case EventTypeSpell:
return "spell"
case EventTypeSpawn:
return "spawn"
case EventTypeQuest:
return "quest"
case EventTypeCombat:
return "combat"
case EventTypeZone:
return "zone"
case EventTypeItem:
return "item"
default:
return "unknown"
}
}
// EventContext provides context for event handling
type EventContext struct {
// Core context
Context context.Context
// Event information
EventType EventType
EventName string
FunctionName string
// Game objects (nil if not applicable)
Caster *entity.Entity
Target *entity.Entity
Spawn *spawn.Spawn
Quest *quests.Quest
// Parameters and results
Parameters map[string]interface{}
Results map[string]interface{}
// Synchronization
mutex sync.RWMutex
}
// EventFunction represents a callable event function
type EventFunction func(ctx *EventContext) error
// EventHandler manages event registration and execution
type EventHandler struct {
events map[string]EventFunction
mutex sync.RWMutex
}
// EventLogger provides logging for events
type EventLogger interface {
Debug(msg string, args ...interface{})
Info(msg string, args ...interface{})
Warn(msg string, args ...interface{})
Error(msg string, args ...interface{})
}

View File

@ -637,6 +637,70 @@ func (s *Spawn) SetLevel(level int16) {
s.addChangedZoneSpawn()
}
// GetClass returns the spawn's adventure class
func (s *Spawn) GetClass() int8 {
return s.appearance.AdventureClass
}
// SetClass updates the spawn's adventure class and marks info as changed
func (s *Spawn) SetClass(class int8) {
s.updateMutex.Lock()
defer s.updateMutex.Unlock()
s.appearance.AdventureClass = class
s.infoChanged.Store(true)
s.changed.Store(true)
s.addChangedZoneSpawn()
}
// GetTradeskillClass returns the spawn's tradeskill class
func (s *Spawn) GetTradeskillClass() int8 {
return s.appearance.TradeskillClass
}
// SetTradeskillClass updates the spawn's tradeskill class and marks info as changed
func (s *Spawn) SetTradeskillClass(class int8) {
s.updateMutex.Lock()
defer s.updateMutex.Unlock()
s.appearance.TradeskillClass = class
s.infoChanged.Store(true)
s.changed.Store(true)
s.addChangedZoneSpawn()
}
// GetRace returns the spawn's race
func (s *Spawn) GetRace() int8 {
return s.appearance.Race
}
// SetRace updates the spawn's race and marks info as changed
func (s *Spawn) SetRace(race int8) {
s.updateMutex.Lock()
defer s.updateMutex.Unlock()
s.appearance.Race = race
s.infoChanged.Store(true)
s.changed.Store(true)
s.addChangedZoneSpawn()
}
// GetGender returns the spawn's gender
func (s *Spawn) GetGender() int8 {
return s.appearance.Gender
}
// SetGender updates the spawn's gender and marks info as changed
func (s *Spawn) SetGender(gender int8) {
s.updateMutex.Lock()
defer s.updateMutex.Unlock()
s.appearance.Gender = gender
s.infoChanged.Store(true)
s.changed.Store(true)
s.addChangedZoneSpawn()
}
// GetX returns the spawn's X coordinate
func (s *Spawn) GetX() float32 {
return s.appearance.Pos.X