modernize, improve entities. First pass

This commit is contained in:
Sky Johnson 2025-08-07 18:06:48 -05:00
parent 6df4b00201
commit 7ce87100e6
8 changed files with 186 additions and 347 deletions

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@ -1,167 +0,0 @@
# Entity Package
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.
## Overview
The Entity system is built on three main components:
1. **InfoStruct** - Comprehensive character statistics and information
2. **SpellEffectManager** - Manages all spell effects, buffs, debuffs, and bonuses
3. **Entity** - Combat-capable spawn with spell casting and pet management
## Architecture
```
Spawn (base class)
└── Entity (combat-capable)
├── Player (player characters)
└── NPC (non-player characters)
```
## Core Components
### InfoStruct
Contains all character statistics including:
- Primary attributes (STR, STA, AGI, WIS, INT)
- Combat stats (attack, mitigation, avoidance)
- Resistances (heat, cold, magic, mental, divine, disease, poison)
- Experience points and currency
- Equipment and weapon information
- Group and encounter settings
**Thread Safety**: All access methods use RWMutex for safe concurrent access.
### SpellEffectManager
Manages four types of spell effects:
1. **Maintained Effects** - Buffs that consume concentration
2. **Spell Effects** - Temporary buffs/debuffs with durations
3. **Detrimental Effects** - Debuffs and harmful effects
4. **Bonus Values** - Stat modifications from various sources
**Key Features**:
- Automatic expiration handling
- Control effect tracking (stun, root, mez, etc.)
- Bonus calculations with class/race/faction requirements
- Thread-safe effect management
### Entity
Combat-capable spawn that extends base Spawn functionality:
**Combat Systems**:
- Health/Power/Savagery management
- Combat state tracking (in combat, casting)
- Damage resistance calculations
- Speed and movement modifiers
**Magic Systems**:
- Spell effect application and removal
- Concentration-based maintained spells
- Bonus stat calculations
- Control effect immunity
**Pet Systems**:
- Multiple pet types (summon, charm, deity, cosmetic)
- Pet ownership and dismissal
- Pet spell tracking
## Usage Examples
### Creating an Entity
```go
entity := NewEntity()
entity.GetInfoStruct().SetName("TestEntity")
entity.GetInfoStruct().SetLevel(50)
entity.GetInfoStruct().SetStr(100.0)
```
### Managing Spell Effects
```go
// 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
```go
// Get effective stats (base + bonuses)
str := entity.GetStr()
sta := entity.GetSta()
primary := entity.GetPrimaryStat()
// Recalculate all bonuses
entity.CalculateBonuses()
```
### Pet Management
```go
// Set a summon pet
entity.SetPet(petEntity)
// Check pet status
if entity.GetPet() != nil && !entity.IsPetDismissing() {
// Pet is active
}
```
## Constants and Enums
### Pet Types
- `PetTypeSummon` - Summoned pets
- `PetTypeCharm` - Charmed creatures
- `PetTypeDeity` - Deity pets
- `PetTypeCosmetic` - Cosmetic pets
### Control Effects
- `ControlEffectStun` - Cannot move or act
- `ControlEffectRoot` - Cannot move
- `ControlEffectMez` - Mesmerized
- `ControlEffectDaze` - Dazed
- `ControlEffectFear` - Feared
- `ControlEffectSlow` - Movement slowed
- `ControlEffectSnare` - Movement impaired
- `ControlEffectCharm` - Mind controlled
## Thread Safety
All Entity operations are thread-safe using:
- `sync.RWMutex` for read/write operations
- `sync.atomic` for simple state flags
- Separate mutexes for different subsystems to minimize lock contention
## Integration with Spawn System
The Entity extends the base Spawn class and requires:
- `spawn.NewSpawn()` for initialization
- Access to Spawn position and basic methods
- Integration with zone update systems
## Future Extensions
Areas marked with TODO comments for future implementation:
- Complete item and equipment systems
- Combat calculation methods
- Threat and hate management
- Group combat mechanics
- Spell casting systems
- LUA script integration
## Files
- `entity.go` - Main Entity class implementation
- `info_struct.go` - Character statistics and information
- `spell_effects.go` - Spell effect management system
- `README.md` - This documentation file

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@ -503,4 +503,3 @@ func BenchmarkScalability(b *testing.B) {
})
}
}

41
internal/entity/doc.go Normal file
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// 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

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@ -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)
}

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@ -4,6 +4,8 @@ import (
"sync"
"testing"
"time"
"eq2emu/internal/spells"
)
func TestNewEntity(t *testing.T) {
@ -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")
}
}

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@ -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
)