modernize, improve entities. First pass
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@ -1,167 +0,0 @@
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# Entity Package
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The Entity package provides the core combat and magic systems for EverQuest II server emulation. It extends the base Spawn system with combat capabilities, spell effects, and character statistics management.
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## Overview
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The Entity system is built on three main components:
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1. **InfoStruct** - Comprehensive character statistics and information
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2. **SpellEffectManager** - Manages all spell effects, buffs, debuffs, and bonuses
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3. **Entity** - Combat-capable spawn with spell casting and pet management
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## Architecture
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```
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Spawn (base class)
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└── Entity (combat-capable)
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├── Player (player characters)
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└── NPC (non-player characters)
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```
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## Core Components
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### InfoStruct
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Contains all character statistics including:
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- Primary attributes (STR, STA, AGI, WIS, INT)
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- Combat stats (attack, mitigation, avoidance)
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- Resistances (heat, cold, magic, mental, divine, disease, poison)
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- Experience points and currency
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- Equipment and weapon information
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- Group and encounter settings
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**Thread Safety**: All access methods use RWMutex for safe concurrent access.
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### SpellEffectManager
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Manages four types of spell effects:
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1. **Maintained Effects** - Buffs that consume concentration
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2. **Spell Effects** - Temporary buffs/debuffs with durations
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3. **Detrimental Effects** - Debuffs and harmful effects
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4. **Bonus Values** - Stat modifications from various sources
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**Key Features**:
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- Automatic expiration handling
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- Control effect tracking (stun, root, mez, etc.)
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- Bonus calculations with class/race/faction requirements
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- Thread-safe effect management
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### Entity
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Combat-capable spawn that extends base Spawn functionality:
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**Combat Systems**:
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- Health/Power/Savagery management
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- Combat state tracking (in combat, casting)
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- Damage resistance calculations
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- Speed and movement modifiers
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**Magic Systems**:
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- Spell effect application and removal
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- Concentration-based maintained spells
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- Bonus stat calculations
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- Control effect immunity
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**Pet Systems**:
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- Multiple pet types (summon, charm, deity, cosmetic)
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- Pet ownership and dismissal
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- Pet spell tracking
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## Usage Examples
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### Creating an Entity
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```go
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entity := NewEntity()
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entity.GetInfoStruct().SetName("TestEntity")
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entity.GetInfoStruct().SetLevel(50)
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entity.GetInfoStruct().SetStr(100.0)
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```
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### Managing Spell Effects
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```go
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// Add a maintained spell (buff)
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success := entity.AddMaintainedSpell("Heroic Strength", 12345, 300.0, 2)
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// Add a temporary effect
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entity.AddSpellEffect(54321, casterID, 60.0)
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// Add a detrimental effect
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entity.AddDetrimentalSpell(99999, attackerID, 30.0, 1)
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```
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### Stat Calculations
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```go
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// Get effective stats (base + bonuses)
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str := entity.GetStr()
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sta := entity.GetSta()
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primary := entity.GetPrimaryStat()
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// Recalculate all bonuses
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entity.CalculateBonuses()
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```
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### Pet Management
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```go
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// Set a summon pet
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entity.SetPet(petEntity)
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// Check pet status
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if entity.GetPet() != nil && !entity.IsPetDismissing() {
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// Pet is active
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}
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```
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## Constants and Enums
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### Pet Types
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- `PetTypeSummon` - Summoned pets
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- `PetTypeCharm` - Charmed creatures
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- `PetTypeDeity` - Deity pets
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- `PetTypeCosmetic` - Cosmetic pets
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### Control Effects
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- `ControlEffectStun` - Cannot move or act
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- `ControlEffectRoot` - Cannot move
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- `ControlEffectMez` - Mesmerized
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- `ControlEffectDaze` - Dazed
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- `ControlEffectFear` - Feared
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- `ControlEffectSlow` - Movement slowed
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- `ControlEffectSnare` - Movement impaired
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- `ControlEffectCharm` - Mind controlled
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## Thread Safety
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All Entity operations are thread-safe using:
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- `sync.RWMutex` for read/write operations
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- `sync.atomic` for simple state flags
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- Separate mutexes for different subsystems to minimize lock contention
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## Integration with Spawn System
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The Entity extends the base Spawn class and requires:
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- `spawn.NewSpawn()` for initialization
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- Access to Spawn position and basic methods
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- Integration with zone update systems
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## Future Extensions
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Areas marked with TODO comments for future implementation:
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- Complete item and equipment systems
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- Combat calculation methods
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- Threat and hate management
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- Group combat mechanics
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- Spell casting systems
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- LUA script integration
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## Files
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- `entity.go` - Main Entity class implementation
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- `info_struct.go` - Character statistics and information
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- `spell_effects.go` - Spell effect management system
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- `README.md` - This documentation file
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@ -20,7 +20,7 @@ func BenchmarkEntityCreation(b *testing.B) {
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// BenchmarkEntityCombatState measures combat state operations
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func BenchmarkEntityCombatState(b *testing.B) {
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entity := NewEntity()
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b.Run("Sequential", func(b *testing.B) {
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for i := 0; i < b.N; i++ {
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entity.SetInCombat(true)
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@ -28,7 +28,7 @@ func BenchmarkEntityCombatState(b *testing.B) {
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entity.SetInCombat(false)
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}
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})
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b.Run("Parallel", func(b *testing.B) {
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b.RunParallel(func(pb *testing.PB) {
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for pb.Next() {
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@ -43,7 +43,7 @@ func BenchmarkEntityCombatState(b *testing.B) {
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// BenchmarkEntityCastingState measures casting state operations
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func BenchmarkEntityCastingState(b *testing.B) {
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entity := NewEntity()
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b.Run("Sequential", func(b *testing.B) {
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for i := 0; i < b.N; i++ {
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entity.SetCasting(true)
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@ -51,7 +51,7 @@ func BenchmarkEntityCastingState(b *testing.B) {
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entity.SetCasting(false)
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}
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})
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b.Run("Parallel", func(b *testing.B) {
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b.RunParallel(func(pb *testing.PB) {
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for pb.Next() {
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@ -67,14 +67,14 @@ func BenchmarkEntityCastingState(b *testing.B) {
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func BenchmarkEntityStatCalculations(b *testing.B) {
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entity := NewEntity()
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info := entity.GetInfoStruct()
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// Set up some base stats
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info.SetStr(100.0)
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info.SetSta(100.0)
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info.SetAgi(100.0)
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info.SetWis(100.0)
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info.SetIntel(100.0)
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b.Run("GetStats", func(b *testing.B) {
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for i := 0; i < b.N; i++ {
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_ = entity.GetStr()
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@ -84,7 +84,7 @@ func BenchmarkEntityStatCalculations(b *testing.B) {
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_ = entity.GetIntel()
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}
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})
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b.Run("GetStatsParallel", func(b *testing.B) {
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b.RunParallel(func(pb *testing.PB) {
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for pb.Next() {
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@ -96,13 +96,13 @@ func BenchmarkEntityStatCalculations(b *testing.B) {
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}
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})
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})
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b.Run("GetPrimaryStat", func(b *testing.B) {
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for i := 0; i < b.N; i++ {
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_ = entity.GetPrimaryStat()
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}
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})
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b.Run("CalculateBonuses", func(b *testing.B) {
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for i := 0; i < b.N; i++ {
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entity.CalculateBonuses()
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@ -113,7 +113,7 @@ func BenchmarkEntityStatCalculations(b *testing.B) {
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// BenchmarkEntitySpellEffects measures spell effect operations
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func BenchmarkEntitySpellEffects(b *testing.B) {
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entity := NewEntity()
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b.Run("AddRemoveSpellEffect", func(b *testing.B) {
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for i := 0; i < b.N; i++ {
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spellID := int32(i + 1000)
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@ -121,7 +121,7 @@ func BenchmarkEntitySpellEffects(b *testing.B) {
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entity.RemoveSpellEffect(spellID)
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}
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})
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b.Run("AddRemoveSpellEffectParallel", func(b *testing.B) {
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var counter int64
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b.RunParallel(func(pb *testing.PB) {
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@ -140,7 +140,7 @@ func BenchmarkEntityMaintainedSpells(b *testing.B) {
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entity := NewEntity()
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info := entity.GetInfoStruct()
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info.SetMaxConcentration(1000) // Large pool for benchmarking
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b.Run("AddRemoveMaintainedSpell", func(b *testing.B) {
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for i := 0; i < b.N; i++ {
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spellID := int32(i + 2000)
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@ -149,7 +149,7 @@ func BenchmarkEntityMaintainedSpells(b *testing.B) {
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}
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}
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})
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b.Run("AddRemoveMaintainedSpellParallel", func(b *testing.B) {
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var counter int64
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b.RunParallel(func(pb *testing.PB) {
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@ -167,14 +167,14 @@ func BenchmarkEntityMaintainedSpells(b *testing.B) {
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// BenchmarkInfoStructBasicOps measures basic InfoStruct operations
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func BenchmarkInfoStructBasicOps(b *testing.B) {
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info := NewInfoStruct()
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b.Run("SetGetName", func(b *testing.B) {
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for i := 0; i < b.N; i++ {
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info.SetName("BenchmarkCharacter")
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_ = info.GetName()
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}
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})
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b.Run("SetGetNameParallel", func(b *testing.B) {
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b.RunParallel(func(pb *testing.PB) {
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for pb.Next() {
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@ -183,14 +183,14 @@ func BenchmarkInfoStructBasicOps(b *testing.B) {
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}
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})
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})
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b.Run("SetGetLevel", func(b *testing.B) {
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for i := 0; i < b.N; i++ {
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info.SetLevel(int16(i % 100))
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_ = info.GetLevel()
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}
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})
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b.Run("SetGetStats", func(b *testing.B) {
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for i := 0; i < b.N; i++ {
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val := float32(i % 1000)
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@ -199,7 +199,7 @@ func BenchmarkInfoStructBasicOps(b *testing.B) {
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info.SetAgi(val)
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info.SetWis(val)
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info.SetIntel(val)
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_ = info.GetStr()
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_ = info.GetSta()
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_ = info.GetAgi()
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@ -213,7 +213,7 @@ func BenchmarkInfoStructBasicOps(b *testing.B) {
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func BenchmarkInfoStructConcentration(b *testing.B) {
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info := NewInfoStruct()
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info.SetMaxConcentration(1000)
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b.Run("AddRemoveConcentration", func(b *testing.B) {
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for i := 0; i < b.N; i++ {
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amount := int16(i%10 + 1)
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@ -222,7 +222,7 @@ func BenchmarkInfoStructConcentration(b *testing.B) {
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}
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}
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})
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b.Run("AddRemoveConcentrationParallel", func(b *testing.B) {
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b.RunParallel(func(pb *testing.PB) {
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for pb.Next() {
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@ -238,7 +238,7 @@ func BenchmarkInfoStructConcentration(b *testing.B) {
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// BenchmarkInfoStructCoins measures coin operations
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func BenchmarkInfoStructCoins(b *testing.B) {
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info := NewInfoStruct()
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b.Run("AddRemoveCoins", func(b *testing.B) {
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for i := 0; i < b.N; i++ {
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amount := int32(i%10000 + 1)
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@ -246,7 +246,7 @@ func BenchmarkInfoStructCoins(b *testing.B) {
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info.RemoveCoins(amount / 2)
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}
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})
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b.Run("AddRemoveCoinsParallel", func(b *testing.B) {
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b.RunParallel(func(pb *testing.PB) {
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for pb.Next() {
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@ -256,7 +256,7 @@ func BenchmarkInfoStructCoins(b *testing.B) {
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}
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})
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})
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b.Run("GetCoins", func(b *testing.B) {
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for i := 0; i < b.N; i++ {
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_ = info.GetCoins()
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@ -268,7 +268,7 @@ func BenchmarkInfoStructCoins(b *testing.B) {
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func BenchmarkInfoStructResistances(b *testing.B) {
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info := NewInfoStruct()
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resistTypes := []string{"heat", "cold", "magic", "mental", "divine", "disease", "poison"}
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b.Run("SetGetResistances", func(b *testing.B) {
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for i := 0; i < b.N; i++ {
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resistType := resistTypes[i%len(resistTypes)]
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@ -277,7 +277,7 @@ func BenchmarkInfoStructResistances(b *testing.B) {
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_ = info.GetResistance(resistType)
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}
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})
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b.Run("SetGetResistancesParallel", func(b *testing.B) {
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b.RunParallel(func(pb *testing.PB) {
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for pb.Next() {
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@ -293,7 +293,7 @@ func BenchmarkInfoStructResistances(b *testing.B) {
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// BenchmarkInfoStructClone measures clone operations
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func BenchmarkInfoStructClone(b *testing.B) {
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info := NewInfoStruct()
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// Set up some state to clone
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info.SetName("Original Character")
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info.SetLevel(50)
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@ -304,9 +304,9 @@ func BenchmarkInfoStructClone(b *testing.B) {
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info.SetIntel(105.0)
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info.AddConcentration(5)
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info.AddCoins(50000)
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b.ResetTimer()
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for i := 0; i < b.N; i++ {
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clone := info.Clone()
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_ = clone
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@ -316,7 +316,7 @@ func BenchmarkInfoStructClone(b *testing.B) {
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// BenchmarkEntityPetManagement measures pet management operations
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func BenchmarkEntityPetManagement(b *testing.B) {
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entity := NewEntity()
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b.Run("SetGetPet", func(b *testing.B) {
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for i := 0; i < b.N; i++ {
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pet := NewEntity()
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@ -325,7 +325,7 @@ func BenchmarkEntityPetManagement(b *testing.B) {
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entity.SetPet(nil)
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}
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})
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b.Run("SetGetPetParallel", func(b *testing.B) {
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b.RunParallel(func(pb *testing.PB) {
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for pb.Next() {
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@ -336,23 +336,23 @@ func BenchmarkEntityPetManagement(b *testing.B) {
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}
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})
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})
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b.Run("AllPetTypes", func(b *testing.B) {
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for i := 0; i < b.N; i++ {
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pet := NewEntity()
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entity.SetPet(pet)
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_ = entity.GetPet()
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entity.SetCharmedPet(pet)
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_ = entity.GetCharmedPet()
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entity.SetDeityPet(pet)
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_ = entity.GetDeityPet()
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entity.SetCosmeticPet(pet)
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_ = entity.GetCosmeticPet()
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// Clear all pets
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entity.SetPet(nil)
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entity.SetCharmedPet(nil)
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@ -366,7 +366,7 @@ func BenchmarkEntityPetManagement(b *testing.B) {
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func BenchmarkConcurrentWorkload(b *testing.B) {
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numEntities := 100
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entities := make([]*Entity, numEntities)
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// Create entities
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for i := 0; i < numEntities; i++ {
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entities[i] = NewEntity()
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@ -375,15 +375,15 @@ func BenchmarkConcurrentWorkload(b *testing.B) {
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info.SetName("Entity" + string(rune('A'+i%26)))
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info.SetLevel(int16(i%100 + 1))
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}
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b.ResetTimer()
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b.Run("MixedOperations", func(b *testing.B) {
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b.RunParallel(func(pb *testing.PB) {
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for pb.Next() {
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entityIdx := rand.Intn(numEntities)
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entity := entities[entityIdx]
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switch rand.Intn(10) {
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case 0, 1: // Combat state changes (20%)
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entity.SetInCombat(rand.Intn(2) == 1)
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@ -430,7 +430,7 @@ func BenchmarkMemoryAllocation(b *testing.B) {
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_ = entity
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}
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})
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b.Run("InfoStructAllocation", func(b *testing.B) {
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b.ReportAllocs()
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for i := 0; i < b.N; i++ {
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@ -438,15 +438,15 @@ func BenchmarkMemoryAllocation(b *testing.B) {
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_ = info
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}
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})
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b.Run("CloneAllocation", func(b *testing.B) {
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info := NewInfoStruct()
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info.SetName("Test")
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info.SetLevel(50)
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|
||||
b.ReportAllocs()
|
||||
b.ResetTimer()
|
||||
|
||||
|
||||
for i := 0; i < b.N; i++ {
|
||||
clone := info.Clone()
|
||||
_ = clone
|
||||
@ -459,7 +459,7 @@ func BenchmarkContention(b *testing.B) {
|
||||
entity := NewEntity()
|
||||
info := entity.GetInfoStruct()
|
||||
info.SetMaxConcentration(10) // Low limit to create contention
|
||||
|
||||
|
||||
b.Run("HighContentionConcentration", func(b *testing.B) {
|
||||
b.RunParallel(func(pb *testing.PB) {
|
||||
for pb.Next() {
|
||||
@ -471,7 +471,7 @@ func BenchmarkContention(b *testing.B) {
|
||||
}
|
||||
})
|
||||
})
|
||||
|
||||
|
||||
b.Run("HighContentionSpellEffects", func(b *testing.B) {
|
||||
var spellCounter int64
|
||||
b.RunParallel(func(pb *testing.PB) {
|
||||
@ -488,11 +488,11 @@ func BenchmarkContention(b *testing.B) {
|
||||
// BenchmarkScalability tests performance as load increases
|
||||
func BenchmarkScalability(b *testing.B) {
|
||||
goroutineCounts := []int{1, 2, 4, 8, 16, 32, 64}
|
||||
|
||||
|
||||
for _, numGoroutines := range goroutineCounts {
|
||||
b.Run(fmt.Sprintf("Goroutines_%d", numGoroutines), func(b *testing.B) {
|
||||
entity := NewEntity()
|
||||
|
||||
|
||||
b.RunParallel(func(pb *testing.PB) {
|
||||
for pb.Next() {
|
||||
entity.SetInCombat(true)
|
||||
@ -503,4 +503,3 @@ func BenchmarkScalability(b *testing.B) {
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -20,12 +20,12 @@ func TestEntityConcurrencyStress(t *testing.T) {
|
||||
// Test 1: Concurrent combat and casting state changes
|
||||
t.Run("CombatCastingStates", func(t *testing.T) {
|
||||
var combatOps, castingOps int64
|
||||
|
||||
|
||||
wg.Add(numGoroutines)
|
||||
for i := 0; i < numGoroutines; i++ {
|
||||
go func() {
|
||||
defer wg.Done()
|
||||
|
||||
|
||||
for j := 0; j < operationsPerGoroutine; j++ {
|
||||
// Combat state operations
|
||||
entity.SetInCombat(true)
|
||||
@ -33,7 +33,7 @@ func TestEntityConcurrencyStress(t *testing.T) {
|
||||
atomic.AddInt64(&combatOps, 1)
|
||||
}
|
||||
entity.SetInCombat(false)
|
||||
|
||||
|
||||
// Casting state operations
|
||||
entity.SetCasting(true)
|
||||
if entity.IsCasting() {
|
||||
@ -44,26 +44,26 @@ func TestEntityConcurrencyStress(t *testing.T) {
|
||||
}()
|
||||
}
|
||||
wg.Wait()
|
||||
|
||||
|
||||
t.Logf("Combat operations: %d, Casting operations: %d", combatOps, castingOps)
|
||||
})
|
||||
|
||||
// Test 2: Concurrent spell effect operations
|
||||
t.Run("SpellEffects", func(t *testing.T) {
|
||||
var addOps, removeOps int64
|
||||
|
||||
|
||||
wg.Add(numGoroutines)
|
||||
for i := 0; i < numGoroutines; i++ {
|
||||
go func(goroutineID int) {
|
||||
defer wg.Done()
|
||||
|
||||
|
||||
for j := 0; j < operationsPerGoroutine; j++ {
|
||||
spellID := int32(goroutineID*1000 + j)
|
||||
|
||||
|
||||
if entity.AddSpellEffect(spellID, int32(goroutineID), 30.0) {
|
||||
atomic.AddInt64(&addOps, 1)
|
||||
}
|
||||
|
||||
|
||||
if entity.RemoveSpellEffect(spellID) {
|
||||
atomic.AddInt64(&removeOps, 1)
|
||||
}
|
||||
@ -71,28 +71,28 @@ func TestEntityConcurrencyStress(t *testing.T) {
|
||||
}(i)
|
||||
}
|
||||
wg.Wait()
|
||||
|
||||
|
||||
t.Logf("Spell effect adds: %d, removes: %d", addOps, removeOps)
|
||||
})
|
||||
|
||||
// Test 3: Concurrent maintained spell operations with concentration management
|
||||
t.Run("MaintainedSpells", func(t *testing.T) {
|
||||
var addOps, removeOps, concentrationFailures int64
|
||||
|
||||
|
||||
wg.Add(numGoroutines)
|
||||
for i := 0; i < numGoroutines; i++ {
|
||||
go func(goroutineID int) {
|
||||
defer wg.Done()
|
||||
|
||||
|
||||
for j := 0; j < operationsPerGoroutine/10; j++ { // Fewer ops due to concentration limits
|
||||
spellID := int32(goroutineID*100 + j + 10000)
|
||||
|
||||
|
||||
if entity.AddMaintainedSpell("Stress Test Spell", spellID, 60.0, 1) {
|
||||
atomic.AddInt64(&addOps, 1)
|
||||
|
||||
|
||||
// Small delay to increase contention
|
||||
time.Sleep(time.Microsecond)
|
||||
|
||||
|
||||
if entity.RemoveMaintainedSpell(spellID) {
|
||||
atomic.AddInt64(&removeOps, 1)
|
||||
}
|
||||
@ -103,10 +103,10 @@ func TestEntityConcurrencyStress(t *testing.T) {
|
||||
}(i)
|
||||
}
|
||||
wg.Wait()
|
||||
|
||||
t.Logf("Maintained spell adds: %d, removes: %d, concentration failures: %d",
|
||||
|
||||
t.Logf("Maintained spell adds: %d, removes: %d, concentration failures: %d",
|
||||
addOps, removeOps, concentrationFailures)
|
||||
|
||||
|
||||
// Verify concentration was properly managed
|
||||
currentConc := info.GetCurConcentration()
|
||||
if currentConc != 0 {
|
||||
@ -117,23 +117,23 @@ func TestEntityConcurrencyStress(t *testing.T) {
|
||||
// Test 4: Concurrent stat calculations with bonuses
|
||||
t.Run("StatCalculations", func(t *testing.T) {
|
||||
var statReads int64
|
||||
|
||||
|
||||
// Set some base stats
|
||||
info.SetStr(100.0)
|
||||
info.SetSta(100.0)
|
||||
info.SetAgi(100.0)
|
||||
info.SetWis(100.0)
|
||||
info.SetIntel(100.0)
|
||||
|
||||
|
||||
wg.Add(numGoroutines)
|
||||
for i := 0; i < numGoroutines; i++ {
|
||||
go func(goroutineID int) {
|
||||
defer wg.Done()
|
||||
|
||||
|
||||
for j := 0; j < operationsPerGoroutine; j++ {
|
||||
// Add some stat bonuses
|
||||
entity.AddStatBonus(int32(goroutineID*1000+j), 1, float32(j%10))
|
||||
|
||||
|
||||
// Read stats (these involve bonus calculations)
|
||||
_ = entity.GetStr()
|
||||
_ = entity.GetSta()
|
||||
@ -141,31 +141,31 @@ func TestEntityConcurrencyStress(t *testing.T) {
|
||||
_ = entity.GetWis()
|
||||
_ = entity.GetIntel()
|
||||
_ = entity.GetPrimaryStat()
|
||||
|
||||
|
||||
atomic.AddInt64(&statReads, 6)
|
||||
|
||||
|
||||
// Trigger bonus recalculation
|
||||
entity.CalculateBonuses()
|
||||
}
|
||||
}(i)
|
||||
}
|
||||
wg.Wait()
|
||||
|
||||
|
||||
t.Logf("Stat reads: %d", statReads)
|
||||
})
|
||||
|
||||
// Test 5: Concurrent pet management
|
||||
t.Run("PetManagement", func(t *testing.T) {
|
||||
var petOps int64
|
||||
|
||||
|
||||
wg.Add(numGoroutines)
|
||||
for i := 0; i < numGoroutines; i++ {
|
||||
go func() {
|
||||
defer wg.Done()
|
||||
|
||||
|
||||
for j := 0; j < operationsPerGoroutine/10; j++ {
|
||||
pet := NewEntity()
|
||||
|
||||
|
||||
// Test different pet types
|
||||
switch j % 4 {
|
||||
case 0:
|
||||
@ -185,13 +185,13 @@ func TestEntityConcurrencyStress(t *testing.T) {
|
||||
_ = entity.GetCosmeticPet()
|
||||
entity.SetCosmeticPet(nil)
|
||||
}
|
||||
|
||||
|
||||
atomic.AddInt64(&petOps, 1)
|
||||
}
|
||||
}()
|
||||
}
|
||||
wg.Wait()
|
||||
|
||||
|
||||
t.Logf("Pet operations: %d", petOps)
|
||||
})
|
||||
}
|
||||
@ -208,23 +208,23 @@ func TestInfoStructConcurrencyStress(t *testing.T) {
|
||||
// Test 1: Concurrent basic property access
|
||||
t.Run("BasicProperties", func(t *testing.T) {
|
||||
var nameOps, levelOps, statOps int64
|
||||
|
||||
|
||||
wg.Add(numGoroutines)
|
||||
for i := 0; i < numGoroutines; i++ {
|
||||
go func(goroutineID int) {
|
||||
defer wg.Done()
|
||||
|
||||
|
||||
for j := 0; j < operationsPerGoroutine; j++ {
|
||||
// Name operations
|
||||
info.SetName("TestChar" + string(rune('A'+goroutineID%26)))
|
||||
_ = info.GetName()
|
||||
atomic.AddInt64(&nameOps, 1)
|
||||
|
||||
|
||||
// Level operations
|
||||
info.SetLevel(int16(j % 100))
|
||||
_ = info.GetLevel()
|
||||
atomic.AddInt64(&levelOps, 1)
|
||||
|
||||
|
||||
// Stat operations
|
||||
info.SetStr(float32(j))
|
||||
_ = info.GetStr()
|
||||
@ -233,28 +233,28 @@ func TestInfoStructConcurrencyStress(t *testing.T) {
|
||||
}(i)
|
||||
}
|
||||
wg.Wait()
|
||||
|
||||
|
||||
t.Logf("Name ops: %d, Level ops: %d, Stat ops: %d", nameOps, levelOps, statOps)
|
||||
})
|
||||
|
||||
// Test 2: Concurrent concentration management
|
||||
t.Run("ConcentrationManagement", func(t *testing.T) {
|
||||
var addSuccesses, addFailures, removes int64
|
||||
|
||||
|
||||
wg.Add(numGoroutines)
|
||||
for i := 0; i < numGoroutines; i++ {
|
||||
go func() {
|
||||
defer wg.Done()
|
||||
|
||||
|
||||
for j := 0; j < operationsPerGoroutine; j++ {
|
||||
amount := int16(j%5 + 1) // 1-5 concentration points
|
||||
|
||||
|
||||
if info.AddConcentration(amount) {
|
||||
atomic.AddInt64(&addSuccesses, 1)
|
||||
|
||||
|
||||
// Small delay to increase contention
|
||||
time.Sleep(time.Microsecond)
|
||||
|
||||
|
||||
info.RemoveConcentration(amount)
|
||||
atomic.AddInt64(&removes, 1)
|
||||
} else {
|
||||
@ -264,10 +264,10 @@ func TestInfoStructConcurrencyStress(t *testing.T) {
|
||||
}()
|
||||
}
|
||||
wg.Wait()
|
||||
|
||||
t.Logf("Concentration adds: %d, failures: %d, removes: %d",
|
||||
|
||||
t.Logf("Concentration adds: %d, failures: %d, removes: %d",
|
||||
addSuccesses, addFailures, removes)
|
||||
|
||||
|
||||
// Verify final state
|
||||
finalConc := info.GetCurConcentration()
|
||||
if finalConc < 0 || finalConc > info.GetMaxConcentration() {
|
||||
@ -278,19 +278,19 @@ func TestInfoStructConcurrencyStress(t *testing.T) {
|
||||
// Test 3: Concurrent coin operations
|
||||
t.Run("CoinOperations", func(t *testing.T) {
|
||||
var addOps, removeSuccesses, removeFailures int64
|
||||
|
||||
|
||||
wg.Add(numGoroutines)
|
||||
for i := 0; i < numGoroutines; i++ {
|
||||
go func(goroutineID int) {
|
||||
defer wg.Done()
|
||||
|
||||
|
||||
for j := 0; j < operationsPerGoroutine; j++ {
|
||||
amount := int32((goroutineID*1000 + j) % 10000)
|
||||
|
||||
|
||||
// Add coins
|
||||
info.AddCoins(amount)
|
||||
atomic.AddInt64(&addOps, 1)
|
||||
|
||||
|
||||
// Try to remove some coins
|
||||
removeAmount := amount / 2
|
||||
if info.RemoveCoins(removeAmount) {
|
||||
@ -298,17 +298,17 @@ func TestInfoStructConcurrencyStress(t *testing.T) {
|
||||
} else {
|
||||
atomic.AddInt64(&removeFailures, 1)
|
||||
}
|
||||
|
||||
|
||||
// Read total coins
|
||||
_ = info.GetCoins()
|
||||
}
|
||||
}(i)
|
||||
}
|
||||
wg.Wait()
|
||||
|
||||
t.Logf("Coin adds: %d, remove successes: %d, failures: %d",
|
||||
|
||||
t.Logf("Coin adds: %d, remove successes: %d, failures: %d",
|
||||
addOps, removeSuccesses, removeFailures)
|
||||
|
||||
|
||||
// Verify coins are non-negative
|
||||
finalCoins := info.GetCoins()
|
||||
if finalCoins < 0 {
|
||||
@ -320,16 +320,16 @@ func TestInfoStructConcurrencyStress(t *testing.T) {
|
||||
t.Run("ResistanceOperations", func(t *testing.T) {
|
||||
var resistOps int64
|
||||
resistTypes := []string{"heat", "cold", "magic", "mental", "divine", "disease", "poison"}
|
||||
|
||||
|
||||
wg.Add(numGoroutines)
|
||||
for i := 0; i < numGoroutines; i++ {
|
||||
go func(goroutineID int) {
|
||||
defer wg.Done()
|
||||
|
||||
|
||||
for j := 0; j < operationsPerGoroutine; j++ {
|
||||
resistType := resistTypes[j%len(resistTypes)]
|
||||
value := int16(j % 100)
|
||||
|
||||
|
||||
info.SetResistance(resistType, value)
|
||||
_ = info.GetResistance(resistType)
|
||||
atomic.AddInt64(&resistOps, 1)
|
||||
@ -337,25 +337,25 @@ func TestInfoStructConcurrencyStress(t *testing.T) {
|
||||
}(i)
|
||||
}
|
||||
wg.Wait()
|
||||
|
||||
|
||||
t.Logf("Resistance operations: %d", resistOps)
|
||||
})
|
||||
|
||||
// Test 5: Concurrent clone operations
|
||||
t.Run("CloneOperations", func(t *testing.T) {
|
||||
var cloneOps int64
|
||||
|
||||
|
||||
// Set some initial state
|
||||
info.SetName("Original")
|
||||
info.SetLevel(50)
|
||||
info.SetStr(100.0)
|
||||
info.AddConcentration(5)
|
||||
|
||||
|
||||
wg.Add(numGoroutines)
|
||||
for i := 0; i < numGoroutines; i++ {
|
||||
go func() {
|
||||
defer wg.Done()
|
||||
|
||||
|
||||
for j := 0; j < operationsPerGoroutine/10; j++ { // Fewer clones as they're expensive
|
||||
clone := info.Clone()
|
||||
if clone != nil {
|
||||
@ -370,7 +370,7 @@ func TestInfoStructConcurrencyStress(t *testing.T) {
|
||||
}()
|
||||
}
|
||||
wg.Wait()
|
||||
|
||||
|
||||
t.Logf("Clone operations: %d", cloneOps)
|
||||
})
|
||||
}
|
||||
@ -393,24 +393,24 @@ func TestRaceConditionDetection(t *testing.T) {
|
||||
for i := 0; i < numGoroutines; i++ {
|
||||
go func(id int) {
|
||||
defer wg.Done()
|
||||
|
||||
|
||||
for j := 0; j < 50; j++ {
|
||||
// Mix of read and write operations that could race
|
||||
entity.SetInCombat(id%2 == 0)
|
||||
isInCombat := entity.IsInCombat()
|
||||
|
||||
|
||||
entity.SetCasting(j%2 == 0)
|
||||
isCasting := entity.IsCasting()
|
||||
|
||||
|
||||
// Stats with bonus calculations
|
||||
info.SetStr(float32(id + j))
|
||||
str := entity.GetStr()
|
||||
|
||||
|
||||
// Concentration with potential for contention
|
||||
if info.AddConcentration(1) {
|
||||
info.RemoveConcentration(1)
|
||||
}
|
||||
|
||||
|
||||
// Use the values to prevent optimization
|
||||
_ = isInCombat
|
||||
_ = isCasting
|
||||
@ -425,21 +425,21 @@ func TestRaceConditionDetection(t *testing.T) {
|
||||
func TestConcurrencyCleanup(t *testing.T) {
|
||||
entity := NewEntity()
|
||||
info := entity.GetInfoStruct()
|
||||
|
||||
|
||||
// Verify entity is in clean state after stress tests
|
||||
if entity.IsInCombat() {
|
||||
t.Error("Entity should not be in combat after tests")
|
||||
}
|
||||
|
||||
|
||||
if entity.IsCasting() {
|
||||
t.Error("Entity should not be casting after tests")
|
||||
}
|
||||
|
||||
|
||||
if info.GetCurConcentration() < 0 {
|
||||
t.Error("Concentration should not be negative")
|
||||
}
|
||||
|
||||
|
||||
if info.GetCoins() < 0 {
|
||||
t.Error("Coins should not be negative")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
41
internal/entity/doc.go
Normal file
41
internal/entity/doc.go
Normal file
@ -0,0 +1,41 @@
|
||||
// Package entity provides the core combat and magic systems for EverQuest II server emulation.
|
||||
// It extends the base Spawn system with combat capabilities, spell effects, and character statistics management.
|
||||
//
|
||||
// Basic Usage:
|
||||
//
|
||||
// entity := entity.NewEntity()
|
||||
// entity.GetInfoStruct().SetName("TestEntity")
|
||||
// entity.GetInfoStruct().SetLevel(50)
|
||||
// entity.GetInfoStruct().SetStr(100.0)
|
||||
//
|
||||
// Managing Spell Effects:
|
||||
//
|
||||
// // Add a maintained spell (buff)
|
||||
// success := entity.AddMaintainedSpell("Heroic Strength", 12345, 300.0, 2)
|
||||
//
|
||||
// // Add a temporary effect
|
||||
// entity.AddSpellEffect(54321, casterID, 60.0)
|
||||
//
|
||||
// // Add a detrimental effect
|
||||
// entity.AddDetrimentalSpell(99999, attackerID, 30.0, 1)
|
||||
//
|
||||
// Stat Calculations:
|
||||
//
|
||||
// // Get effective stats (base + bonuses)
|
||||
// str := entity.GetStr()
|
||||
// sta := entity.GetSta()
|
||||
// primary := entity.GetPrimaryStat()
|
||||
//
|
||||
// // Recalculate all bonuses
|
||||
// entity.CalculateBonuses()
|
||||
//
|
||||
// Pet Management:
|
||||
//
|
||||
// // Set a summon pet
|
||||
// entity.SetPet(petEntity)
|
||||
//
|
||||
// // Check pet status
|
||||
// if entity.GetPet() != nil && !entity.IsPetDismissing() {
|
||||
// // Pet is active
|
||||
// }
|
||||
package entity
|
@ -7,6 +7,7 @@ import (
|
||||
|
||||
"eq2emu/internal/common"
|
||||
"eq2emu/internal/spawn"
|
||||
"eq2emu/internal/spells"
|
||||
)
|
||||
|
||||
// Combat and pet types
|
||||
@ -43,7 +44,7 @@ type Entity struct {
|
||||
regenPowerRate int16 // Power regeneration rate
|
||||
|
||||
// Spell and effect management
|
||||
spellEffectManager *SpellEffectManager
|
||||
spellEffectManager *spells.SpellEffectManager
|
||||
|
||||
// Pet system
|
||||
pet *Entity // Summon pet
|
||||
@ -106,7 +107,7 @@ func NewEntity() *Entity {
|
||||
lastHeading: -1,
|
||||
regenHpRate: 0,
|
||||
regenPowerRate: 0,
|
||||
spellEffectManager: NewSpellEffectManager(),
|
||||
spellEffectManager: spells.NewSpellEffectManager(),
|
||||
pet: nil,
|
||||
charmedPet: nil,
|
||||
deityPet: nil,
|
||||
@ -357,7 +358,7 @@ func (e *Entity) AddMaintainedSpell(name string, spellID int32, duration float32
|
||||
return false
|
||||
}
|
||||
|
||||
effect := NewMaintainedEffects(name, spellID, duration)
|
||||
effect := spells.NewMaintainedEffects(name, spellID, duration)
|
||||
effect.ConcUsed = concentration
|
||||
|
||||
e.maintainedMutex.Lock()
|
||||
@ -390,7 +391,7 @@ func (e *Entity) RemoveMaintainedSpell(spellID int32) bool {
|
||||
}
|
||||
|
||||
// GetMaintainedSpell retrieves a maintained spell effect
|
||||
func (e *Entity) GetMaintainedSpell(spellID int32) *MaintainedEffects {
|
||||
func (e *Entity) GetMaintainedSpell(spellID int32) *spells.MaintainedEffects {
|
||||
e.maintainedMutex.RLock()
|
||||
defer e.maintainedMutex.RUnlock()
|
||||
|
||||
@ -399,7 +400,7 @@ func (e *Entity) GetMaintainedSpell(spellID int32) *MaintainedEffects {
|
||||
|
||||
// AddSpellEffect adds a temporary spell effect
|
||||
func (e *Entity) AddSpellEffect(spellID int32, casterID int32, duration float32) bool {
|
||||
effect := NewSpellEffects(spellID, casterID, duration)
|
||||
effect := spells.NewSpellEffects(spellID, casterID, duration)
|
||||
|
||||
e.spellEffectMutex.Lock()
|
||||
defer e.spellEffectMutex.Unlock()
|
||||
@ -417,7 +418,7 @@ func (e *Entity) RemoveSpellEffect(spellID int32) bool {
|
||||
|
||||
// AddDetrimentalSpell adds a detrimental effect
|
||||
func (e *Entity) AddDetrimentalSpell(spellID int32, casterID int32, duration float32, detType int8) {
|
||||
effect := NewDetrimentalEffects(spellID, casterID, duration)
|
||||
effect := spells.NewDetrimentalEffects(spellID, casterID, duration)
|
||||
effect.DetType = detType
|
||||
|
||||
e.detrimentalMutex.Lock()
|
||||
@ -435,7 +436,7 @@ func (e *Entity) RemoveDetrimentalSpell(spellID int32, casterID int32) bool {
|
||||
}
|
||||
|
||||
// GetDetrimentalEffect retrieves a detrimental effect
|
||||
func (e *Entity) GetDetrimentalEffect(spellID int32, casterID int32) *DetrimentalEffects {
|
||||
func (e *Entity) GetDetrimentalEffect(spellID int32, casterID int32) *spells.DetrimentalEffects {
|
||||
e.detrimentalMutex.RLock()
|
||||
defer e.detrimentalMutex.RUnlock()
|
||||
|
||||
@ -451,13 +452,13 @@ func (e *Entity) HasControlEffect(controlType int8) bool {
|
||||
|
||||
// AddSkillBonus adds a skill-related bonus
|
||||
func (e *Entity) AddSkillBonus(spellID int32, skillID int32, value float32) {
|
||||
bonus := NewBonusValues(spellID, int16(skillID+100), value) // Skill bonuses use type 100+
|
||||
bonus := spells.NewBonusValues(spellID, int16(skillID+100), value) // Skill bonuses use type 100+
|
||||
e.spellEffectManager.AddBonus(bonus)
|
||||
}
|
||||
|
||||
// AddStatBonus adds a stat bonus
|
||||
func (e *Entity) AddStatBonus(spellID int32, statType int16, value float32) {
|
||||
bonus := NewBonusValues(spellID, statType, value)
|
||||
bonus := spells.NewBonusValues(spellID, statType, value)
|
||||
e.spellEffectManager.AddBonus(bonus)
|
||||
}
|
||||
|
||||
|
@ -4,6 +4,8 @@ import (
|
||||
"sync"
|
||||
"testing"
|
||||
"time"
|
||||
|
||||
"eq2emu/internal/spells"
|
||||
)
|
||||
|
||||
func TestNewEntity(t *testing.T) {
|
||||
@ -68,7 +70,7 @@ func TestEntityIsEntity(t *testing.T) {
|
||||
|
||||
func TestEntityInfoStruct(t *testing.T) {
|
||||
entity := NewEntity()
|
||||
|
||||
|
||||
stats := entity.GetInfoStruct()
|
||||
if stats == nil {
|
||||
t.Error("Expected InfoStruct to be initialized")
|
||||
@ -92,7 +94,7 @@ func TestEntityInfoStruct(t *testing.T) {
|
||||
|
||||
func TestEntityClient(t *testing.T) {
|
||||
entity := NewEntity()
|
||||
|
||||
|
||||
// Base Entity should return nil for GetClient
|
||||
client := entity.GetClient()
|
||||
if client != nil {
|
||||
@ -628,7 +630,7 @@ func TestEntityControlEffects(t *testing.T) {
|
||||
|
||||
// Test has control effect - should work without panicking
|
||||
// The actual implementation depends on the spell effect manager
|
||||
hasStun := entity.HasControlEffect(ControlEffectStun)
|
||||
hasStun := entity.HasControlEffect(spells.ControlEffectStun)
|
||||
_ = hasStun // We can't easily test the actual value without setting up effects
|
||||
}
|
||||
|
||||
@ -651,7 +653,7 @@ func TestEntityConstants(t *testing.T) {
|
||||
}
|
||||
|
||||
// Test control effect constants (re-exported from spells package)
|
||||
if ControlEffectStun == 0 && ControlEffectRoot == 0 {
|
||||
if spells.ControlEffectStun == 0 && spells.ControlEffectRoot == 0 {
|
||||
t.Error("Control effect constants should be non-zero")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -374,14 +374,14 @@ func TestInfoStructConcurrency(t *testing.T) {
|
||||
for i := 0; i < numGoroutines; i++ {
|
||||
go func(index int) {
|
||||
defer wg.Done()
|
||||
|
||||
|
||||
// Each goroutine sets unique values
|
||||
info.SetName("Character" + string(rune('A'+index)))
|
||||
_ = info.GetName()
|
||||
|
||||
|
||||
info.SetLevel(int16(10 + index))
|
||||
_ = info.GetLevel()
|
||||
|
||||
|
||||
info.SetStr(float32(10.0 + float32(index)))
|
||||
_ = info.GetStr()
|
||||
}(i)
|
||||
@ -393,7 +393,7 @@ func TestInfoStructConcurrency(t *testing.T) {
|
||||
for i := 0; i < numGoroutines; i++ {
|
||||
go func() {
|
||||
defer wg.Done()
|
||||
|
||||
|
||||
// Try to add concentration
|
||||
if info.AddConcentration(1) {
|
||||
// If successful, remove it after a short delay
|
||||
@ -413,10 +413,10 @@ func TestInfoStructConcurrency(t *testing.T) {
|
||||
for i := 0; i < numGoroutines; i++ {
|
||||
go func(amount int32) {
|
||||
defer wg.Done()
|
||||
|
||||
|
||||
info.AddCoins(amount)
|
||||
_ = info.GetCoins()
|
||||
|
||||
|
||||
// Try to remove some coins
|
||||
info.RemoveCoins(amount / 2)
|
||||
}(int32(100 + i))
|
||||
@ -428,10 +428,10 @@ func TestInfoStructConcurrency(t *testing.T) {
|
||||
for i := 0; i < numGoroutines; i++ {
|
||||
go func(value int16) {
|
||||
defer wg.Done()
|
||||
|
||||
|
||||
info.SetResistance("heat", value)
|
||||
_ = info.GetResistance("heat")
|
||||
|
||||
|
||||
info.SetResistance("cold", value+1)
|
||||
_ = info.GetResistance("cold")
|
||||
}(int16(i))
|
||||
@ -445,7 +445,7 @@ func TestInfoStructLargeValues(t *testing.T) {
|
||||
// Test with large coin amounts
|
||||
largeCoinAmount := int32(2000000000) // 2 billion copper
|
||||
info.AddCoins(largeCoinAmount)
|
||||
|
||||
|
||||
totalCoins := info.GetCoins()
|
||||
if totalCoins != largeCoinAmount {
|
||||
t.Errorf("Expected large coin amount %d, got %d", largeCoinAmount, totalCoins)
|
||||
@ -464,11 +464,11 @@ func TestInfoStructLargeValues(t *testing.T) {
|
||||
// Test with maximum values
|
||||
info.SetMaxConcentration(32767) // Max int16
|
||||
info.SetLevel(32767)
|
||||
|
||||
|
||||
if info.GetMaxConcentration() != 32767 {
|
||||
t.Errorf("Expected max concentration 32767, got %d", info.GetMaxConcentration())
|
||||
}
|
||||
|
||||
|
||||
if info.GetLevel() != 32767 {
|
||||
t.Errorf("Expected level 32767, got %d", info.GetLevel())
|
||||
}
|
||||
@ -511,4 +511,4 @@ func TestInfoStructEdgeCases(t *testing.T) {
|
||||
if info.GetName() != longName {
|
||||
t.Error("Expected to handle very long names")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,37 +0,0 @@
|
||||
package entity
|
||||
|
||||
// DEPRECATED: This file now imports spell effect structures from the spells package.
|
||||
// The spell effect management has been moved to internal/spells for better organization.
|
||||
|
||||
import (
|
||||
"eq2emu/internal/spells"
|
||||
)
|
||||
|
||||
// Re-export spell effect types for backward compatibility
|
||||
// These will eventually be removed in favor of direct imports from spells package
|
||||
|
||||
type BonusValues = spells.BonusValues
|
||||
type MaintainedEffects = spells.MaintainedEffects
|
||||
type SpellEffects = spells.SpellEffects
|
||||
type DetrimentalEffects = spells.DetrimentalEffects
|
||||
type SpellEffectManager = spells.SpellEffectManager
|
||||
|
||||
// Re-export constructor functions
|
||||
var NewBonusValues = spells.NewBonusValues
|
||||
var NewMaintainedEffects = spells.NewMaintainedEffects
|
||||
var NewSpellEffects = spells.NewSpellEffects
|
||||
var NewDetrimentalEffects = spells.NewDetrimentalEffects
|
||||
var NewSpellEffectManager = spells.NewSpellEffectManager
|
||||
|
||||
// Re-export constants
|
||||
const (
|
||||
ControlEffectStun = spells.ControlEffectStun
|
||||
ControlEffectRoot = spells.ControlEffectRoot
|
||||
ControlEffectMez = spells.ControlEffectMez
|
||||
ControlEffectDaze = spells.ControlEffectDaze
|
||||
ControlEffectFear = spells.ControlEffectFear
|
||||
ControlEffectSlow = spells.ControlEffectSlow
|
||||
ControlEffectSnare = spells.ControlEffectSnare
|
||||
ControlEffectCharm = spells.ControlEffectCharm
|
||||
ControlMaxEffects = spells.ControlMaxEffects
|
||||
)
|
Loading…
x
Reference in New Issue
Block a user