simplify player

This commit is contained in:
Sky Johnson 2025-08-30 06:54:05 -05:00
parent bab7d9abf9
commit a5444ed0b9
18 changed files with 876 additions and 4106 deletions

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@ -23,6 +23,7 @@ This document outlines how we successfully simplified the EverQuest II housing p
- NPC/AI
- NPC/Race Types
- Object
- Player
## Before: Complex Architecture (8 Files, ~2000+ Lines)

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@ -51,6 +51,9 @@ const (
OP_UpdateCharacterSheetMsg
OP_UpdateSpellBookMsg
OP_UpdateInventoryMsg
OP_CharacterPet
OP_UpdateRaidMsg
OP_CharacterCurrency
// Zone transitions
OP_ChangeZoneMsg

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@ -1,142 +0,0 @@
package player
// SetCharacterFlag sets a character flag
func (p *Player) SetCharacterFlag(flag int) {
if flag > CF_MAXIMUM_FLAG {
return
}
if flag < 32 {
p.SetPlayerFlags(p.GetPlayerFlags() | (1 << uint(flag)))
} else {
p.SetPlayerFlags2(p.GetPlayerFlags2() | (1 << uint(flag-32)))
}
p.SetCharSheetChanged(true)
}
// ResetCharacterFlag resets a character flag
func (p *Player) ResetCharacterFlag(flag int) {
if flag > CF_MAXIMUM_FLAG {
return
}
if flag < 32 {
p.SetPlayerFlags(p.GetPlayerFlags() & ^(1 << uint(flag)))
} else {
p.SetPlayerFlags2(p.GetPlayerFlags2() & ^(1 << uint(flag-32)))
}
p.SetCharSheetChanged(true)
}
// ToggleCharacterFlag toggles a character flag
func (p *Player) ToggleCharacterFlag(flag int) {
if flag > CF_MAXIMUM_FLAG {
return
}
if p.GetCharacterFlag(flag) {
p.ResetCharacterFlag(flag)
} else {
p.SetCharacterFlag(flag)
}
}
// GetCharacterFlag returns whether a character flag is set
func (p *Player) GetCharacterFlag(flag int) bool {
if flag > CF_MAXIMUM_FLAG {
return false
}
var ret bool
if flag < 32 {
ret = (p.GetPlayerFlags() & (1 << uint(flag))) != 0
} else {
ret = (p.GetPlayerFlags2() & (1 << uint(flag-32))) != 0
}
return ret
}
// ControlFlagsChanged returns whether control flags have changed
func (p *Player) ControlFlagsChanged() bool {
return p.controlFlags.ControlFlagsChanged()
}
// SetPlayerControlFlag sets a player control flag
func (p *Player) SetPlayerControlFlag(param, paramValue int8, isActive bool) {
p.controlFlags.SetPlayerControlFlag(param, paramValue, isActive)
}
// SendControlFlagUpdates sends control flag updates to the client
func (p *Player) SendControlFlagUpdates(client *Client) {
p.controlFlags.SendControlFlagUpdates(client)
}
// NewPlayerControlFlags creates a new PlayerControlFlags instance
func NewPlayerControlFlags() PlayerControlFlags {
return PlayerControlFlags{
flagsChanged: false,
flagChanges: make(map[int8]map[int8]int8),
currentFlags: make(map[int8]map[int8]bool),
}
}
// SetPlayerControlFlag sets a control flag
func (pcf *PlayerControlFlags) SetPlayerControlFlag(param, paramValue int8, isActive bool) {
pcf.controlMutex.Lock()
defer pcf.controlMutex.Unlock()
if pcf.currentFlags[param] == nil {
pcf.currentFlags[param] = make(map[int8]bool)
}
if pcf.currentFlags[param][paramValue] != isActive {
pcf.currentFlags[param][paramValue] = isActive
pcf.changesMutex.Lock()
if pcf.flagChanges[param] == nil {
pcf.flagChanges[param] = make(map[int8]int8)
}
if isActive {
pcf.flagChanges[param][paramValue] = 1
} else {
pcf.flagChanges[param][paramValue] = 0
}
pcf.flagsChanged = true
pcf.changesMutex.Unlock()
}
}
// ControlFlagsChanged returns whether flags have changed
func (pcf *PlayerControlFlags) ControlFlagsChanged() bool {
pcf.changesMutex.Lock()
defer pcf.changesMutex.Unlock()
return pcf.flagsChanged
}
// SendControlFlagUpdates sends flag updates to client
func (pcf *PlayerControlFlags) SendControlFlagUpdates(client *Client) {
pcf.changesMutex.Lock()
defer pcf.changesMutex.Unlock()
if !pcf.flagsChanged {
return
}
// Send control flag updates to client
for category, flags := range pcf.flagChanges {
for flagIndex, value := range flags {
// TODO: When packet system is available, create and send appropriate packets
// packet := CreateControlFlagPacket(category, flagIndex, value)
// client.SendPacket(packet)
// For now, just log the change
_ = category
_ = flagIndex
_ = value
}
}
// Clear changes after sending
pcf.flagChanges = make(map[int8]map[int8]int8)
pcf.flagsChanged = false
}

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@ -1,289 +0,0 @@
package player
import (
"eq2emu/internal/entity"
)
// InCombat sets the player's combat state
func (p *Player) InCombat(val bool, ranged bool) {
if val {
// Entering combat
if ranged {
p.SetCharacterFlag(CF_RANGED_AUTO_ATTACK)
p.SetRangeAttack(true)
} else {
p.SetCharacterFlag(CF_AUTO_ATTACK)
}
// Set combat state
prevState := p.GetPlayerEngageCommands()
if ranged {
p.SetPlayerEngageCommands(prevState | RANGE_COMBAT_STATE)
} else {
p.SetPlayerEngageCommands(prevState | MELEE_COMBAT_STATE)
}
} else {
// Leaving combat
if ranged {
p.ResetCharacterFlag(CF_RANGED_AUTO_ATTACK)
p.SetRangeAttack(false)
prevState := p.GetPlayerEngageCommands()
p.SetPlayerEngageCommands(prevState & ^RANGE_COMBAT_STATE)
} else {
p.ResetCharacterFlag(CF_AUTO_ATTACK)
prevState := p.GetPlayerEngageCommands()
p.SetPlayerEngageCommands(prevState & ^MELEE_COMBAT_STATE)
}
// Clear combat target if leaving all combat
if p.GetPlayerEngageCommands() == 0 {
p.combatTarget = nil
}
}
p.SetCharSheetChanged(true)
}
// ProcessCombat processes combat actions
func (p *Player) ProcessCombat() {
// Check if in combat
if p.GetPlayerEngageCommands() == 0 {
return
}
// Check if we have a valid target
if p.combatTarget == nil || IsDead(p.combatTarget) {
p.StopCombat(0)
return
}
// Check distance to target
distance := p.GetDistance(p.combatTarget.GetX(), p.combatTarget.GetY(), p.combatTarget.GetZ(), true)
// Process based on combat type
if p.rangeAttack {
// Ranged combat
maxRange := p.GetRangeWeaponRange()
if distance > maxRange {
// Too far for ranged
// TODO: Send out of range message
return
}
// TODO: Process ranged auto-attack
} else {
// Melee combat
maxRange := p.GetMeleeWeaponRange()
if distance > maxRange {
// Too far for melee
// TODO: Send out of range message
return
}
// TODO: Process melee auto-attack
}
}
// GetRangeWeaponRange returns the range of the equipped ranged weapon
func (p *Player) GetRangeWeaponRange() float32 {
// TODO: Get from equipped ranged weapon
return 35.0 // Default bow range
}
// GetMeleeWeaponRange returns the range of melee weapons
func (p *Player) GetMeleeWeaponRange() float32 {
// TODO: Adjust based on weapon type and mob size
return 5.0 // Default melee range
}
// SetCombatTarget sets the current combat target
func (p *Player) SetCombatTarget(target *entity.Entity) {
p.combatTarget = target
}
// GetCombatTarget returns the current combat target
func (p *Player) GetCombatTarget() *entity.Entity {
return p.combatTarget
}
// DamageEquippedItems damages equipped items by durability
func (p *Player) DamageEquippedItems(amount int8, client *Client) bool {
// TODO: Implement item durability damage
// This would:
// 1. Get all equipped items
// 2. Reduce durability by amount
// 3. Check if any items broke
// 4. Send updates to client
return false
}
// GetTSArrowColor returns the arrow color for tradeskill con
func (p *Player) GetTSArrowColor(level int8) int8 {
levelDiff := int(level) - int(p.GetTSLevel())
if levelDiff >= 10 {
return 4 // Red
} else if levelDiff >= 5 {
return 3 // Orange
} else if levelDiff >= 1 {
return 2 // Yellow
} else if levelDiff >= -5 {
return 1 // White
} else if levelDiff >= -9 {
return 0 // Blue
} else {
return 6 // Green
}
}
// CheckLevelStatus checks and updates level-based statuses
func (p *Player) CheckLevelStatus(newLevel int16) bool {
// TODO: Implement level status checks
// This would check things like:
// - Mentoring status
// - Level-locked abilities
// - Zone level requirements
// - etc.
return true
}
// CalculatePlayerHPPower calculates HP and Power for the player
func (p *Player) CalculatePlayerHPPower(newLevel int16) {
if newLevel == 0 {
newLevel = int16(p.GetLevel())
}
// TODO: Implement proper HP/Power calculation
// This is a simplified version
// Base HP calculation
baseHP := int32(50 + (newLevel * 20))
staminaBonus := int32(p.GetInfoStruct().GetSta() * 10)
totalHP := baseHP + staminaBonus
// Base Power calculation
basePower := int32(50 + (newLevel * 10))
primaryStatBonus := p.GetPrimaryStat() * 10
totalPower := basePower + primaryStatBonus
// Set the values
p.SetTotalHP(totalHP)
p.SetTotalPower(totalPower)
// Set current values if needed
if p.GetHP() > totalHP {
p.SetHP(totalHP)
}
if p.GetPower() > totalPower {
p.SetPower(totalPower)
}
}
// IsAllowedCombatEquip checks if combat equipment changes are allowed
func (p *Player) IsAllowedCombatEquip(slot int8, sendMessage bool) bool {
// Can't change equipment while:
// - Dead
// - In combat (for certain slots)
// - Casting
// - Stunned/Mezzed
if p.IsDead() {
if sendMessage {
// TODO: Send "You cannot change equipment while dead" message
}
return false
}
// Check if in combat
if p.GetPlayerEngageCommands() != 0 {
// Some slots can't be changed in combat
// TODO: Define which slots are restricted
restrictedSlots := []int8{0, 1, 2} // Example: primary, secondary, ranged
for _, restrictedSlot := range restrictedSlots {
if slot == restrictedSlot || slot == -1 { // -1 = all slots
if sendMessage {
// TODO: Send "You cannot change that equipment in combat" message
}
return false
}
}
}
// Check if casting
if p.IsCasting() {
if sendMessage {
// TODO: Send "You cannot change equipment while casting" message
}
return false
}
// Check control effects
if p.IsStunned() || p.IsMezzed() {
if sendMessage {
// TODO: Send appropriate message
}
return false
}
return true
}
// IsCasting returns whether the player is currently casting
func (p *Player) IsCasting() bool {
// TODO: Check actual casting state
return false
}
// DismissAllPets dismisses all of the player's pets
func (p *Player) DismissAllPets() {
// TODO: Implement pet dismissal
// This would:
// 1. Get all pets (combat, non-combat, deity, etc.)
// 2. Remove them from world
// 3. Clear pet references
// 4. Send updates to client
}
// MentorTarget mentors the current target
func (p *Player) MentorTarget() {
target := p.GetTarget()
if target == nil {
// TODO: Send "Invalid mentor target" message
return
}
targetPlayer, ok := target.(*Player)
if !ok {
return
}
// Check if target is valid for mentoring
if targetPlayer.GetLevel() >= p.GetLevel() {
// TODO: Send "Target must be lower level" message
return
}
// Set mentor stats
p.SetMentorStats(int32(targetPlayer.GetLevel()), targetPlayer.GetCharacterID(), true)
}
// SetMentorStats sets the player's effective level for mentoring
func (p *Player) SetMentorStats(effectiveLevel int32, targetCharID int32, updateStats bool) {
if effectiveLevel < 1 || effectiveLevel > int32(p.GetLevel()) {
effectiveLevel = int32(p.GetLevel())
}
p.GetInfoStruct().SetEffectiveLevel(int16(effectiveLevel))
if updateStats {
// TODO: Recalculate all stats for new effective level
p.CalculatePlayerHPPower(int16(effectiveLevel))
// TODO: Update other stats (mitigation, avoidance, etc.)
}
if effectiveLevel < int32(p.GetLevel()) {
p.EnableResetMentorship()
}
p.SetCharSheetChanged(true)
}

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@ -1,79 +0,0 @@
package player
// AddCoins adds coins to the player
func (p *Player) AddCoins(val int64) {
p.AddCoin(val)
p.sendCurrencyUpdate()
}
// RemoveCoins removes coins from the player
func (p *Player) RemoveCoins(val int64) bool {
if p.GetCoin() >= val {
p.SubtractCoin(val)
p.sendCurrencyUpdate()
return true
}
return false
}
// HasCoins checks if the player has enough coins
func (p *Player) HasCoins(val int64) bool {
return p.GetCoin() >= val
}
// GetCoinsCopper returns the copper coin amount
func (p *Player) GetCoinsCopper() int32 {
return p.GetInfoStructCoinCopper()
}
// GetCoinsSilver returns the silver coin amount
func (p *Player) GetCoinsSilver() int32 {
return p.GetInfoStructCoinSilver()
}
// GetCoinsGold returns the gold coin amount
func (p *Player) GetCoinsGold() int32 {
return p.GetInfoStructCoinGold()
}
// GetCoinsPlat returns the platinum coin amount
func (p *Player) GetCoinsPlat() int32 {
return p.GetInfoStructCoinPlat()
}
// GetBankCoinsCopper returns the bank copper coin amount
func (p *Player) GetBankCoinsCopper() int32 {
return p.GetInfoStructBankCoinCopper()
}
// GetBankCoinsSilver returns the bank silver coin amount
func (p *Player) GetBankCoinsSilver() int32 {
return p.GetInfoStructBankCoinSilver()
}
// GetBankCoinsGold returns the bank gold coin amount
func (p *Player) GetBankCoinsGold() int32 {
return p.GetInfoStructBankCoinGold()
}
// GetBankCoinsPlat returns the bank platinum coin amount
func (p *Player) GetBankCoinsPlat() int32 {
return p.GetInfoStructBankCoinPlat()
}
// GetStatusPoints returns the player's status points
func (p *Player) GetStatusPoints() int32 {
return p.GetInfoStructStatusPoints()
}
// sendCurrencyUpdate sends currency update packet to client
func (p *Player) sendCurrencyUpdate() {
// TODO: When packet system is available, send currency update packet
// packet := CreateCurrencyUpdatePacket(p.GetInfoStruct())
// p.GetClient().SendPacket(packet)
// For now, mark that currency has changed
if p.GetInfoStruct() != nil {
// Currency update will be sent on next info struct update
}
}

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@ -1,169 +0,0 @@
package player
import (
"database/sql"
"fmt"
"sync"
"eq2emu/internal/database"
)
// PlayerDatabase manages player data persistence using MySQL
type PlayerDatabase struct {
db *database.Database
mutex sync.RWMutex
}
// NewPlayerDatabase creates a new player database instance
func NewPlayerDatabase(db *database.Database) *PlayerDatabase {
return &PlayerDatabase{
db: db,
}
}
// LoadPlayer loads a player from the database
func (pdb *PlayerDatabase) LoadPlayer(characterID int32) (*Player, error) {
pdb.mutex.RLock()
defer pdb.mutex.RUnlock()
player := NewPlayer()
player.SetCharacterID(characterID)
query := `SELECT name, level, race, class, zone_id, x, y, z, heading
FROM characters WHERE id = ?`
row := pdb.db.QueryRow(query, characterID)
var name string
var level int16
var race, class int8
var zoneID int32
var x, y, z, heading float32
err := row.Scan(&name, &level, &race, &class, &zoneID, &x, &y, &z, &heading)
if err != nil {
if err == sql.ErrNoRows {
return nil, fmt.Errorf("player not found: %d", characterID)
}
return nil, fmt.Errorf("failed to load player: %w", err)
}
player.SetName(name)
player.SetLevel(level)
player.SetRace(race)
player.SetClass(class)
player.SetZone(zoneID)
player.SetX(x)
player.SetY(y, false)
player.SetZ(z)
player.SetHeadingFromFloat(heading)
return player, nil
}
// SavePlayer saves a player to the database
func (pdb *PlayerDatabase) SavePlayer(player *Player) error {
if player == nil {
return fmt.Errorf("cannot save nil player")
}
pdb.mutex.Lock()
defer pdb.mutex.Unlock()
characterID := player.GetCharacterID()
if characterID == 0 {
// Insert new player
return pdb.insertPlayer(player)
}
// Try to update existing player first
return pdb.updatePlayer(player)
}
// insertPlayer inserts a new player record
func (pdb *PlayerDatabase) insertPlayer(player *Player) error {
query := `INSERT INTO characters
(name, level, race, class, zone_id, x, y, z, heading, created_date)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, NOW())`
result, err := pdb.db.Exec(query,
player.GetName(),
player.GetLevel(),
player.GetRace(),
player.GetClass(),
player.GetZone(),
player.GetX(),
player.GetY(),
player.GetZ(),
player.GetHeading(),
)
if err != nil {
return fmt.Errorf("failed to insert player: %w", err)
}
// Get the inserted character ID
characterID, err := result.LastInsertId()
if err != nil {
return fmt.Errorf("failed to get inserted character ID: %w", err)
}
player.SetCharacterID(int32(characterID))
return nil
}
// updatePlayer updates an existing player record
func (pdb *PlayerDatabase) updatePlayer(player *Player) error {
query := `UPDATE characters
SET name=?, level=?, race=?, class=?, zone_id=?, x=?, y=?, z=?, heading=?
WHERE id=?`
_, err := pdb.db.Exec(query,
player.GetName(),
player.GetLevel(),
player.GetRace(),
player.GetClass(),
player.GetZone(),
player.GetX(),
player.GetY(),
player.GetZ(),
player.GetHeading(),
player.GetCharacterID(),
)
if err != nil {
return fmt.Errorf("failed to update player: %w", err)
}
return nil
}
// DeletePlayer soft-deletes a player (marks as deleted)
func (pdb *PlayerDatabase) DeletePlayer(characterID int32) error {
pdb.mutex.Lock()
defer pdb.mutex.Unlock()
query := `UPDATE characters SET deleted_date = NOW() WHERE id = ?`
_, err := pdb.db.Exec(query, characterID)
if err != nil {
return fmt.Errorf("failed to delete player %d: %w", characterID, err)
}
return nil
}
// PlayerExists checks if a player exists in the database
func (pdb *PlayerDatabase) PlayerExists(characterID int32) (bool, error) {
pdb.mutex.RLock()
defer pdb.mutex.RUnlock()
var count int
query := `SELECT COUNT(*) FROM characters WHERE id = ? AND (deleted_date IS NULL OR deleted_date = 0)`
err := pdb.db.QueryRow(query, characterID).Scan(&count)
if err != nil {
return false, fmt.Errorf("failed to check player existence: %w", err)
}
return count > 0, nil
}

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@ -1,303 +0,0 @@
package player
import (
"time"
"eq2emu/internal/spawn"
)
// GetXPVitality returns the player's adventure XP vitality
func (p *Player) GetXPVitality() float32 {
return p.GetInfoStructXPVitality()
}
// GetTSXPVitality returns the player's tradeskill XP vitality
func (p *Player) GetTSXPVitality() float32 {
return p.GetInfoStructTSXPVitality()
}
// AdventureXPEnabled returns whether adventure XP is enabled
func (p *Player) AdventureXPEnabled() bool {
return p.GetInfoStructXPDebt() < 95.0 && p.GetCharacterFlag(CF_COMBAT_EXPERIENCE_ENABLED)
}
// TradeskillXPEnabled returns whether tradeskill XP is enabled
func (p *Player) TradeskillXPEnabled() bool {
return p.GetInfoStructTSXPDebt() < 95.0 && p.GetCharacterFlag(CF_QUEST_EXPERIENCE_ENABLED)
}
// SetNeededXP sets the needed XP to a specific value
func (p *Player) SetNeededXP(val int32) {
p.SetInfoStructXPNeeded(float64(val))
}
// SetNeededXP sets the needed XP based on current level
func (p *Player) SetNeededXPByLevel() {
p.SetInfoStructXPNeeded(float64(GetNeededXPByLevel(p.GetLevel())))
}
// SetXP sets the current XP
func (p *Player) SetXP(val int32) {
p.SetInfoStructXP(float64(val))
}
// SetNeededTSXP sets the needed tradeskill XP to a specific value
func (p *Player) SetNeededTSXP(val int32) {
p.SetInfoStructTSXPNeeded(float64(val))
}
// SetNeededTSXPByLevel sets the needed tradeskill XP based on current level
func (p *Player) SetNeededTSXPByLevel() {
p.SetInfoStructTSXPNeeded(float64(GetNeededXPByLevel(p.GetTSLevel())))
}
// SetTSXP sets the current tradeskill XP
func (p *Player) SetTSXP(val int32) {
p.SetInfoStructTSXP(float64(val))
}
// GetNeededXP returns the XP needed for next level
func (p *Player) GetNeededXP() int32 {
return int32(p.GetInfoStructXPNeeded())
}
// GetXPDebt returns the current XP debt percentage
func (p *Player) GetXPDebt() float32 {
return p.GetInfoStructXPDebt()
}
// GetXP returns the current XP
func (p *Player) GetXP() int32 {
return int32(p.GetInfoStructXP())
}
// GetNeededTSXP returns the tradeskill XP needed for next level
func (p *Player) GetNeededTSXP() int32 {
return int32(p.GetInfoStructTSXPNeeded())
}
// GetTSXP returns the current tradeskill XP
func (p *Player) GetTSXP() int32 {
return int32(p.GetInfoStructTSXP())
}
// AddXP adds adventure XP to the player
func (p *Player) AddXP(xpAmount int32) bool {
if xpAmount <= 0 {
return false
}
currentXP := int32(p.GetInfoStructXP())
neededXP := int32(p.GetInfoStructXPNeeded())
totalXP := currentXP + xpAmount
// Check if we've reached next level
if totalXP >= neededXP {
// Level up!
if p.GetLevel() < 100 { // Assuming max level is 100
// Calculate overflow XP
overflow := totalXP - neededXP
// Level up
p.SetLevel(int16(p.GetLevel())+1)
p.SetNeededXPByLevel()
// Set XP to overflow amount
p.SetXP(overflow)
// TODO: Send level up packet/message
// TODO: Update stats for new level
// TODO: Check for new abilities/spells
return true
} else {
// At max level, just set to max
p.SetXP(neededXP - 1)
}
} else {
p.SetXP(totalXP)
}
// TODO: Send XP update packet
p.SetCharSheetChanged(true)
return false
}
// AddTSXP adds tradeskill XP to the player
func (p *Player) AddTSXP(xpAmount int32) bool {
if xpAmount <= 0 {
return false
}
currentXP := int32(p.GetInfoStructTSXP())
neededXP := int32(p.GetInfoStructTSXPNeeded())
totalXP := currentXP + xpAmount
// Check if we've reached next level
if totalXP >= neededXP {
// Level up!
if p.GetTSLevel() < 100 { // Assuming max TS level is 100
// Calculate overflow XP
overflow := totalXP - neededXP
// Level up
p.SetTSLevel(p.GetTSLevel() + 1)
p.SetNeededTSXPByLevel()
// Set XP to overflow amount
p.SetTSXP(overflow)
// TODO: Send level up packet/message
// TODO: Update stats for new level
// TODO: Check for new recipes
return true
} else {
// At max level, just set to max
p.SetTSXP(neededXP - 1)
}
} else {
p.SetTSXP(totalXP)
}
// TODO: Send XP update packet
p.SetCharSheetChanged(true)
return true
}
// DoubleXPEnabled returns whether double XP is enabled
func (p *Player) DoubleXPEnabled() bool {
// TODO: Check for double XP events, potions, etc.
return false
}
// CalculateXP calculates the XP reward from a victim
func (p *Player) CalculateXP(victim *spawn.Spawn) float32 {
if victim == nil {
return 0
}
// TODO: Implement full XP calculation formula
// This is a simplified version
victimLevel := victim.GetLevel()
playerLevel := p.GetLevel()
levelDiff := int(victimLevel) - int(playerLevel)
// Base XP value
baseXP := float32(100 + (victimLevel * 10))
// Level difference modifier
var levelMod float32 = 1.0
if levelDiff < -5 {
// Grey con, minimal XP
levelMod = 0.1
} else if levelDiff < -2 {
// Green con, reduced XP
levelMod = 0.5
} else if levelDiff <= 2 {
// Blue/White con, normal XP
levelMod = 1.0
} else if levelDiff <= 4 {
// Yellow con, bonus XP
levelMod = 1.2
} else {
// Orange/Red con, high bonus XP
levelMod = 1.5
}
// Group modifier
groupMod := float32(1.0)
if p.group != nil {
// TODO: Calculate group bonus
groupMod = 0.8 // Simplified group penalty
}
// Vitality modifier
vitalityMod := float32(1.0)
if p.GetXPVitality() > 0 {
vitalityMod = 2.0 // Double XP with vitality
}
// Double XP modifier
doubleXPMod := float32(1.0)
if p.DoubleXPEnabled() {
doubleXPMod = 2.0
}
totalXP := baseXP * levelMod * groupMod * vitalityMod * doubleXPMod
return totalXP
}
// CalculateTSXP calculates tradeskill XP for a given level
func (p *Player) CalculateTSXP(level int8) float32 {
// TODO: Implement tradeskill XP calculation
// This is a simplified version
levelDiff := int(level) - int(p.GetTSLevel())
baseXP := float32(50 + (level * 5))
// Level difference modifier
var levelMod float32 = 1.0
if levelDiff < -5 {
levelMod = 0.1
} else if levelDiff < -2 {
levelMod = 0.5
} else if levelDiff <= 2 {
levelMod = 1.0
} else if levelDiff <= 4 {
levelMod = 1.2
} else {
levelMod = 1.5
}
// Vitality modifier
vitalityMod := float32(1.0)
if p.GetTSXPVitality() > 0 {
vitalityMod = 2.0
}
return baseXP * levelMod * vitalityMod
}
// CalculateOfflineDebtRecovery calculates debt recovery while offline
func (p *Player) CalculateOfflineDebtRecovery(unixTimestamp int32) {
currentTime := int32(time.Now().Unix())
timeDiff := currentTime - unixTimestamp
if timeDiff <= 0 {
return
}
// Calculate hours offline
hoursOffline := float32(timeDiff) / 3600.0
// Debt recovery rate per hour (example: 1% per hour)
debtRecoveryRate := float32(1.0)
// Calculate adventure debt recovery
currentDebt := p.GetInfoStructXPDebt()
if currentDebt > 0 {
recovery := debtRecoveryRate * hoursOffline
newDebt := currentDebt - recovery
if newDebt < 0 {
newDebt = 0
}
p.SetInfoStructXPDebt(newDebt)
}
// Calculate tradeskill debt recovery
currentTSDebt := p.GetInfoStructTSXPDebt()
if currentTSDebt > 0 {
recovery := debtRecoveryRate * hoursOffline
newDebt := currentTSDebt - recovery
if newDebt < 0 {
newDebt = 0
}
p.SetInfoStructTSXPDebt(newDebt)
}
}
// Note: GetTSLevel is now implemented in stubs.go
// Note: SetTSLevel is now implemented in stubs.go

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@ -1,300 +0,0 @@
package player
import (
"eq2emu/internal/entity"
"eq2emu/internal/quests"
"eq2emu/internal/skills"
"eq2emu/internal/spawn"
"eq2emu/internal/spells"
)
// PlayerAware interface for components that need to interact with players
type PlayerAware interface {
// SetPlayer sets the player reference
SetPlayer(player *Player)
// GetPlayer returns the player reference
GetPlayer() *Player
}
// PlayerManager interface for managing multiple players
type PlayerManager interface {
// AddPlayer adds a player to management
AddPlayer(player *Player) error
// RemovePlayer removes a player from management
RemovePlayer(playerID int32) error
// GetPlayer returns a player by ID
GetPlayer(playerID int32) *Player
// GetPlayerByName returns a player by name
GetPlayerByName(name string) *Player
// GetPlayerByCharacterID returns a player by character ID
GetPlayerByCharacterID(characterID int32) *Player
// GetAllPlayers returns all managed players
GetAllPlayers() []*Player
// GetPlayersInZone returns all players in a zone
GetPlayersInZone(zoneID int32) []*Player
// SendToAll sends a message to all players
SendToAll(message any) error
// SendToZone sends a message to all players in a zone
SendToZone(zoneID int32, message any) error
}
// PlayerDatabaseInterface interface for database operations (if needed for testing)
type PlayerDatabaseInterface interface {
// LoadPlayer loads a player from the database
LoadPlayer(characterID int32) (*Player, error)
// SavePlayer saves a player to the database
SavePlayer(player *Player) error
// DeletePlayer deletes a player from the database
DeletePlayer(characterID int32) error
}
// PlayerPacketHandler interface for handling player packets
type PlayerPacketHandler interface {
// HandlePacket handles a packet from a player
HandlePacket(player *Player, packet any) error
// SendPacket sends a packet to a player
SendPacket(player *Player, packet any) error
// BroadcastPacket broadcasts a packet to multiple players
BroadcastPacket(players []*Player, packet any) error
}
// PlayerEventHandler interface for player events
type PlayerEventHandler interface {
// OnPlayerLogin called when player logs in
OnPlayerLogin(player *Player) error
// OnPlayerLogout called when player logs out
OnPlayerLogout(player *Player) error
// OnPlayerDeath called when player dies
OnPlayerDeath(player *Player, killer *entity.Entity) error
// OnPlayerResurrect called when player resurrects
OnPlayerResurrect(player *Player) error
// OnPlayerLevelUp called when player levels up
OnPlayerLevelUp(player *Player, newLevel int8) error
// OnPlayerZoneChange called when player changes zones
OnPlayerZoneChange(player *Player, fromZoneID, toZoneID int32) error
// OnPlayerQuestComplete called when player completes a quest
OnPlayerQuestComplete(player *Player, quest *quests.Quest) error
// OnPlayerSpellCast called when player casts a spell
OnPlayerSpellCast(player *Player, spell *spells.Spell, target *entity.Entity) error
}
// PlayerValidator interface for validating player operations
type PlayerValidator interface {
// ValidateLogin validates player login
ValidateLogin(player *Player) error
// ValidateMovement validates player movement
ValidateMovement(player *Player, x, y, z, heading float32) error
// ValidateSpellCast validates spell casting
ValidateSpellCast(player *Player, spell *spells.Spell, target *entity.Entity) error
// ValidateItemUse validates item usage
ValidateItemUse(player *Player, item *Item) error
// ValidateQuestAcceptance validates quest acceptance
ValidateQuestAcceptance(player *Player, quest *quests.Quest) error
// ValidateSkillUse validates skill usage
ValidateSkillUse(player *Player, skill *skills.Skill) error
}
// PlayerSerializer interface for serializing player data
type PlayerSerializer interface {
// SerializePlayer serializes a player for network transmission
SerializePlayer(player *Player, version int16) ([]byte, error)
// SerializePlayerInfo serializes player info for character sheet
SerializePlayerInfo(player *Player, version int16) ([]byte, error)
// SerializePlayerSpells serializes player spells
SerializePlayerSpells(player *Player, version int16) ([]byte, error)
// SerializePlayerQuests serializes player quests
SerializePlayerQuests(player *Player, version int16) ([]byte, error)
// SerializePlayerSkills serializes player skills
SerializePlayerSkills(player *Player, version int16) ([]byte, error)
}
// PlayerStatistics interface for player statistics tracking
type PlayerStatistics interface {
// RecordPlayerLogin records a player login
RecordPlayerLogin(player *Player)
// RecordPlayerLogout records a player logout
RecordPlayerLogout(player *Player)
// RecordPlayerDeath records a player death
RecordPlayerDeath(player *Player, killer *entity.Entity)
// RecordPlayerKill records a player kill
RecordPlayerKill(player *Player, victim *entity.Entity)
// RecordQuestComplete records a quest completion
RecordQuestComplete(player *Player, quest *quests.Quest)
// RecordSpellCast records a spell cast
RecordSpellCast(player *Player, spell *spells.Spell)
// GetStatistics returns player statistics
GetStatistics(playerID int32) map[string]any
}
// PlayerNotifier interface for player notifications
type PlayerNotifier interface {
// NotifyLevelUp sends level up notification
NotifyLevelUp(player *Player, newLevel int8) error
// NotifyQuestComplete sends quest completion notification
NotifyQuestComplete(player *Player, quest *quests.Quest) error
// NotifySkillUp sends skill up notification
NotifySkillUp(player *Player, skill *skills.Skill, newValue int16) error
// NotifyDeathPenalty sends death penalty notification
NotifyDeathPenalty(player *Player, debtAmount float32) error
// NotifyMessage sends a general message
NotifyMessage(player *Player, message string, messageType int8) error
}
// PlayerAdapter adapts player functionality for other systems
type PlayerAdapter struct {
player *Player
}
// NewPlayerAdapter creates a new player adapter
func NewPlayerAdapter(player *Player) *PlayerAdapter {
return &PlayerAdapter{player: player}
}
// GetPlayer returns the wrapped player
func (pa *PlayerAdapter) GetPlayer() *Player {
return pa.player
}
// GetEntity returns the player as an entity
func (pa *PlayerAdapter) GetEntity() *entity.Entity {
return &pa.player.Entity
}
// GetSpawn returns the player as a spawn
func (pa *PlayerAdapter) GetSpawn() *spawn.Spawn {
return pa.player.Entity.Spawn
}
// IsPlayer always returns true for player adapter
func (pa *PlayerAdapter) IsPlayer() bool {
return true
}
// GetCharacterID returns the character ID
func (pa *PlayerAdapter) GetCharacterID() int32 {
return pa.player.GetCharacterID()
}
// GetName returns the player name
func (pa *PlayerAdapter) GetName() string {
return pa.player.GetName()
}
// GetLevel returns the player level
func (pa *PlayerAdapter) GetLevel() int8 {
return pa.player.GetLevel()
}
// GetClass returns the player class
func (pa *PlayerAdapter) GetClass() int8 {
return pa.player.GetClass()
}
// GetRace returns the player race
func (pa *PlayerAdapter) GetRace() int8 {
return pa.player.GetRace()
}
// GetZoneID returns the current zone ID
func (pa *PlayerAdapter) GetZoneID() int32 {
return pa.player.GetZone()
}
// GetHP returns current HP
func (pa *PlayerAdapter) GetHP() int32 {
return pa.player.GetHP()
}
// GetMaxHP returns maximum HP
func (pa *PlayerAdapter) GetMaxHP() int32 {
return pa.player.GetTotalHP()
}
// GetPower returns current power
func (pa *PlayerAdapter) GetPower() int32 {
return pa.player.GetPower()
}
// GetMaxPower returns maximum power
func (pa *PlayerAdapter) GetMaxPower() int32 {
return pa.player.GetTotalPower()
}
// GetX returns X coordinate
func (pa *PlayerAdapter) GetX() float32 {
return pa.player.GetX()
}
// GetY returns Y coordinate
func (pa *PlayerAdapter) GetY() float32 {
return pa.player.GetY()
}
// GetZ returns Z coordinate
func (pa *PlayerAdapter) GetZ() float32 {
return pa.player.GetZ()
}
// GetHeading returns heading
func (pa *PlayerAdapter) GetHeading() float32 {
return pa.player.GetHeading()
}
// IsDead returns whether the player is dead
func (pa *PlayerAdapter) IsDead() bool {
return pa.player.IsDead()
}
// IsAlive returns whether the player is alive
func (pa *PlayerAdapter) IsAlive() bool {
return !pa.player.IsDead()
}
// IsInCombat returns whether the player is in combat
func (pa *PlayerAdapter) IsInCombat() bool {
return pa.player.GetPlayerEngageCommands() != 0
}
// GetDistance returns distance to another spawn
func (pa *PlayerAdapter) GetDistance(other *spawn.Spawn) float32 {
return pa.player.GetDistance(other.GetX(), other.GetY(), other.GetZ(), true)
}

View File

@ -1,616 +0,0 @@
package player
import (
"fmt"
"strings"
"sync"
"time"
"eq2emu/internal/entity"
)
// Manager handles player management operations
type Manager struct {
// Players indexed by various keys
playersLock sync.RWMutex
players map[int32]*Player // playerID -> Player
playersByName map[string]*Player // name -> Player (case insensitive)
playersByCharID map[int32]*Player // characterID -> Player
playersByZone map[int32][]*Player // zoneID -> []*Player
// Player statistics
stats PlayerStats
statsLock sync.RWMutex
// Event handlers
eventHandlers []PlayerEventHandler
eventLock sync.RWMutex
// Validators
validators []PlayerValidator
// Database interface
database *PlayerDatabase
// Packet handler
packetHandler PlayerPacketHandler
// Notifier
notifier PlayerNotifier
// Statistics tracker
statistics PlayerStatistics
// Configuration
config ManagerConfig
// Shutdown channel
shutdown chan struct{}
// Background goroutines
wg sync.WaitGroup
}
// PlayerStats holds various player statistics
type PlayerStats struct {
TotalPlayers int64
ActivePlayers int64
PlayersLoggedIn int64
PlayersLoggedOut int64
AverageLevel float64
MaxLevel int8
TotalPlayTime time.Duration
}
// ManagerConfig holds configuration for the player manager
type ManagerConfig struct {
// Maximum number of players
MaxPlayers int32
// Player save interval
SaveInterval time.Duration
// Statistics update interval
StatsInterval time.Duration
// Enable player validation
EnableValidation bool
// Enable event handling
EnableEvents bool
// Enable statistics tracking
EnableStatistics bool
}
// NewManager creates a new player manager
func NewManager(config ManagerConfig) *Manager {
return &Manager{
players: make(map[int32]*Player),
playersByName: make(map[string]*Player),
playersByCharID: make(map[int32]*Player),
playersByZone: make(map[int32][]*Player),
eventHandlers: make([]PlayerEventHandler, 0),
validators: make([]PlayerValidator, 0),
config: config,
shutdown: make(chan struct{}),
}
}
// Start starts the player manager
func (m *Manager) Start() error {
// Start background processes
if m.config.SaveInterval > 0 {
m.wg.Add(1)
go m.savePlayersLoop()
}
if m.config.StatsInterval > 0 {
m.wg.Add(1)
go m.updateStatsLoop()
}
m.wg.Add(1)
go m.processPlayersLoop()
return nil
}
// Stop stops the player manager
func (m *Manager) Stop() error {
close(m.shutdown)
m.wg.Wait()
return nil
}
// AddPlayer adds a player to management
func (m *Manager) AddPlayer(player *Player) error {
if player == nil {
return fmt.Errorf("player cannot be nil")
}
m.playersLock.Lock()
defer m.playersLock.Unlock()
// Check if we're at capacity
if m.config.MaxPlayers > 0 && int32(len(m.players)) >= m.config.MaxPlayers {
return fmt.Errorf("server at maximum player capacity")
}
playerID := player.GetSpawnID()
characterID := player.GetCharacterID()
name := strings.TrimSpace(strings.Trim(player.GetName(), "\x00")) // Trim padding and null bytes
zoneID := player.GetZone()
// Check for duplicates
if _, exists := m.players[playerID]; exists {
return fmt.Errorf("player with ID %d already exists", playerID)
}
if _, exists := m.playersByCharID[characterID]; exists {
return fmt.Errorf("player with character ID %d already exists", characterID)
}
if _, exists := m.playersByName[name]; exists {
return fmt.Errorf("player with name %s already exists", name)
}
// Add to maps
m.players[playerID] = player
m.playersByCharID[characterID] = player
m.playersByName[name] = player
// Add to zone map
if m.playersByZone[zoneID] == nil {
m.playersByZone[zoneID] = make([]*Player, 0)
}
m.playersByZone[zoneID] = append(m.playersByZone[zoneID], player)
// Update statistics
m.updateStatsForAdd()
// Fire event
if m.config.EnableEvents {
m.firePlayerLoginEvent(player)
}
return nil
}
// RemovePlayer removes a player from management
func (m *Manager) RemovePlayer(playerID int32) error {
m.playersLock.Lock()
defer m.playersLock.Unlock()
player, exists := m.players[playerID]
if !exists {
return fmt.Errorf("player with ID %d not found", playerID)
}
// Remove from maps
delete(m.players, playerID)
delete(m.playersByCharID, player.GetCharacterID())
name := strings.TrimSpace(strings.Trim(player.GetName(), "\x00"))
delete(m.playersByName, name)
// Remove from zone map
zoneID := player.GetZone()
if zonePlayers, exists := m.playersByZone[zoneID]; exists {
for i, p := range zonePlayers {
if p == player {
m.playersByZone[zoneID] = append(zonePlayers[:i], zonePlayers[i+1:]...)
break
}
}
// Clean up empty zone lists
if len(m.playersByZone[zoneID]) == 0 {
delete(m.playersByZone, zoneID)
}
}
// Update statistics
m.updateStatsForRemove()
// Fire event
if m.config.EnableEvents {
m.firePlayerLogoutEvent(player)
}
// Save player data before removal
if m.database != nil {
m.database.SavePlayer(player)
}
return nil
}
// GetPlayer returns a player by spawn ID
func (m *Manager) GetPlayer(playerID int32) *Player {
m.playersLock.RLock()
defer m.playersLock.RUnlock()
return m.players[playerID]
}
// GetPlayerByName returns a player by name
func (m *Manager) GetPlayerByName(name string) *Player {
m.playersLock.RLock()
defer m.playersLock.RUnlock()
return m.playersByName[strings.TrimSpace(strings.Trim(name, "\x00"))]
}
// GetPlayerByCharacterID returns a player by character ID
func (m *Manager) GetPlayerByCharacterID(characterID int32) *Player {
m.playersLock.RLock()
defer m.playersLock.RUnlock()
return m.playersByCharID[characterID]
}
// GetAllPlayers returns all managed players
func (m *Manager) GetAllPlayers() []*Player {
m.playersLock.RLock()
defer m.playersLock.RUnlock()
players := make([]*Player, 0, len(m.players))
for _, player := range m.players {
players = append(players, player)
}
return players
}
// GetPlayersInZone returns all players in a zone
func (m *Manager) GetPlayersInZone(zoneID int32) []*Player {
m.playersLock.RLock()
defer m.playersLock.RUnlock()
if zonePlayers, exists := m.playersByZone[zoneID]; exists {
// Return a copy to avoid race conditions
players := make([]*Player, len(zonePlayers))
copy(players, zonePlayers)
return players
}
return []*Player{}
}
// SendToAll sends a message to all players
func (m *Manager) SendToAll(message any) error {
if m.packetHandler == nil {
return fmt.Errorf("no packet handler configured")
}
players := m.GetAllPlayers()
return m.packetHandler.BroadcastPacket(players, message)
}
// SendToZone sends a message to all players in a zone
func (m *Manager) SendToZone(zoneID int32, message any) error {
if m.packetHandler == nil {
return fmt.Errorf("no packet handler configured")
}
players := m.GetPlayersInZone(zoneID)
return m.packetHandler.BroadcastPacket(players, message)
}
// MovePlayerToZone moves a player to a different zone
func (m *Manager) MovePlayerToZone(playerID, newZoneID int32) error {
m.playersLock.Lock()
defer m.playersLock.Unlock()
player, exists := m.players[playerID]
if !exists {
return fmt.Errorf("player with ID %d not found", playerID)
}
oldZoneID := player.GetZone()
if oldZoneID == newZoneID {
return nil // Already in the zone
}
// Remove from old zone
if zonePlayers, exists := m.playersByZone[oldZoneID]; exists {
for i, p := range zonePlayers {
if p == player {
m.playersByZone[oldZoneID] = append(zonePlayers[:i], zonePlayers[i+1:]...)
break
}
}
if len(m.playersByZone[oldZoneID]) == 0 {
delete(m.playersByZone, oldZoneID)
}
}
// Add to new zone
if m.playersByZone[newZoneID] == nil {
m.playersByZone[newZoneID] = make([]*Player, 0)
}
m.playersByZone[newZoneID] = append(m.playersByZone[newZoneID], player)
// Update player's zone
player.SetZone(newZoneID)
// Fire event
if m.config.EnableEvents {
m.firePlayerZoneChangeEvent(player, oldZoneID, newZoneID)
}
return nil
}
// GetPlayerCount returns the current number of players
func (m *Manager) GetPlayerCount() int32 {
m.playersLock.RLock()
defer m.playersLock.RUnlock()
return int32(len(m.players))
}
// GetZonePlayerCount returns the number of players in a zone
func (m *Manager) GetZonePlayerCount(zoneID int32) int32 {
m.playersLock.RLock()
defer m.playersLock.RUnlock()
if zonePlayers, exists := m.playersByZone[zoneID]; exists {
return int32(len(zonePlayers))
}
return 0
}
// GetPlayerStats returns current player statistics
func (m *Manager) GetPlayerStats() PlayerStats {
m.statsLock.RLock()
defer m.statsLock.RUnlock()
return m.stats
}
// AddEventHandler adds an event handler
func (m *Manager) AddEventHandler(handler PlayerEventHandler) {
m.eventLock.Lock()
defer m.eventLock.Unlock()
m.eventHandlers = append(m.eventHandlers, handler)
}
// AddValidator adds a validator
func (m *Manager) AddValidator(validator PlayerValidator) {
m.validators = append(m.validators, validator)
}
// SetDatabase sets the database interface
func (m *Manager) SetDatabase(db *PlayerDatabase) {
m.database = db
}
// SetPacketHandler sets the packet handler
func (m *Manager) SetPacketHandler(handler PlayerPacketHandler) {
m.packetHandler = handler
}
// SetNotifier sets the notifier
func (m *Manager) SetNotifier(notifier PlayerNotifier) {
m.notifier = notifier
}
// SetStatistics sets the statistics tracker
func (m *Manager) SetStatistics(stats PlayerStatistics) {
m.statistics = stats
}
// ValidatePlayer validates a player using all validators
func (m *Manager) ValidatePlayer(player *Player) error {
if !m.config.EnableValidation {
return nil
}
for _, validator := range m.validators {
if err := validator.ValidateLogin(player); err != nil {
return err
}
}
return nil
}
// savePlayersLoop periodically saves all players
func (m *Manager) savePlayersLoop() {
defer m.wg.Done()
ticker := time.NewTicker(m.config.SaveInterval)
defer ticker.Stop()
for {
select {
case <-ticker.C:
m.saveAllPlayers()
case <-m.shutdown:
// Final save before shutdown
m.saveAllPlayers()
return
}
}
}
// updateStatsLoop periodically updates statistics
func (m *Manager) updateStatsLoop() {
defer m.wg.Done()
ticker := time.NewTicker(m.config.StatsInterval)
defer ticker.Stop()
for {
select {
case <-ticker.C:
m.updatePlayerStats()
case <-m.shutdown:
return
}
}
}
// processPlayersLoop processes player updates
func (m *Manager) processPlayersLoop() {
defer m.wg.Done()
ticker := time.NewTicker(100 * time.Millisecond) // 10Hz
defer ticker.Stop()
for {
select {
case <-ticker.C:
m.processAllPlayers()
case <-m.shutdown:
return
}
}
}
// saveAllPlayers saves all players to database
func (m *Manager) saveAllPlayers() {
if m.database == nil {
return
}
players := m.GetAllPlayers()
for _, player := range players {
m.database.SavePlayer(player)
}
}
// updatePlayerStats updates player statistics
func (m *Manager) updatePlayerStats() {
m.playersLock.RLock()
defer m.playersLock.RUnlock()
m.statsLock.Lock()
defer m.statsLock.Unlock()
m.stats.ActivePlayers = int64(len(m.players))
var totalLevel int64
var maxLevel int8
for _, player := range m.players {
level := player.GetLevel()
totalLevel += int64(level)
if level > maxLevel {
maxLevel = level
}
}
if len(m.players) > 0 {
m.stats.AverageLevel = float64(totalLevel) / float64(len(m.players))
}
m.stats.MaxLevel = maxLevel
}
// processAllPlayers processes updates for all players
func (m *Manager) processAllPlayers() {
players := m.GetAllPlayers()
for _, player := range players {
// Process spawn state queue
player.CheckSpawnStateQueue()
// Process combat
player.ProcessCombat()
// Process range updates
player.ProcessSpawnRangeUpdates()
// TODO: Add other periodic processing
}
}
// updateStatsForAdd updates stats when a player is added
func (m *Manager) updateStatsForAdd() {
m.statsLock.Lock()
defer m.statsLock.Unlock()
m.stats.TotalPlayers++
m.stats.PlayersLoggedIn++
}
// updateStatsForRemove updates stats when a player is removed
func (m *Manager) updateStatsForRemove() {
m.statsLock.Lock()
defer m.statsLock.Unlock()
m.stats.PlayersLoggedOut++
}
// Event firing methods
func (m *Manager) firePlayerLoginEvent(player *Player) {
m.eventLock.RLock()
defer m.eventLock.RUnlock()
for _, handler := range m.eventHandlers {
handler.OnPlayerLogin(player)
}
if m.statistics != nil {
m.statistics.RecordPlayerLogin(player)
}
}
func (m *Manager) firePlayerLogoutEvent(player *Player) {
m.eventLock.RLock()
defer m.eventLock.RUnlock()
for _, handler := range m.eventHandlers {
handler.OnPlayerLogout(player)
}
if m.statistics != nil {
m.statistics.RecordPlayerLogout(player)
}
}
func (m *Manager) firePlayerZoneChangeEvent(player *Player, fromZoneID, toZoneID int32) {
m.eventLock.RLock()
defer m.eventLock.RUnlock()
for _, handler := range m.eventHandlers {
handler.OnPlayerZoneChange(player, fromZoneID, toZoneID)
}
}
// FirePlayerLevelUpEvent fires a level up event
func (m *Manager) FirePlayerLevelUpEvent(player *Player, newLevel int8) {
m.eventLock.RLock()
defer m.eventLock.RUnlock()
for _, handler := range m.eventHandlers {
handler.OnPlayerLevelUp(player, newLevel)
}
if m.notifier != nil {
m.notifier.NotifyLevelUp(player, newLevel)
}
}
// FirePlayerDeathEvent fires a death event
func (m *Manager) FirePlayerDeathEvent(player *Player, killer *entity.Entity) {
m.eventLock.RLock()
defer m.eventLock.RUnlock()
for _, handler := range m.eventHandlers {
handler.OnPlayerDeath(player, killer)
}
if m.statistics != nil {
m.statistics.RecordPlayerDeath(player, killer)
}
}
// FirePlayerResurrectEvent fires a resurrect event
func (m *Manager) FirePlayerResurrectEvent(player *Player) {
m.eventLock.RLock()
defer m.eventLock.RUnlock()
for _, handler := range m.eventHandlers {
handler.OnPlayerResurrect(player)
}
}

View File

@ -13,6 +13,9 @@ import (
var levelXPReq map[int8]int32
var xpTableOnce sync.Once
// Global movement data storage (TODO: move to proper entity system)
var playerMovementData = make(map[int32]map[string]float32)
// NewPlayer creates a new player instance
func NewPlayer() *Player {
p := &Player{
@ -73,9 +76,9 @@ func NewPlayer() *Player {
// Set default away message
p.awayMessage = "Sorry, I am A.F.K. (Away From Keyboard)"
// Add player-specific commands
p.AddSecondaryEntityCommand("Inspect", 10000, "inspect_player", "", 0, 0)
p.AddSecondaryEntityCommand("Who", 10000, "who", "", 0, 0)
// Add player-specific commands (TODO: implement AddSecondaryEntityCommand)
// p.AddSecondaryEntityCommand("Inspect", 10000, "inspect_player", "", 0, 0)
// p.AddSecondaryEntityCommand("Who", 10000, "who", "", 0, 0)
// Initialize self in spawn maps
p.playerSpawnIDMap[1] = p.Entity.Spawn
@ -114,7 +117,9 @@ func (p *Player) SetClient(client *Client) {
// GetPlayerInfo returns the player's info structure, creating it if needed
func (p *Player) GetPlayerInfo() *PlayerInfo {
if p.info == nil {
p.info = NewPlayerInfo(p)
p.info = &PlayerInfo{
player: p,
}
}
return p.info
}
@ -237,6 +242,15 @@ func (p *Player) SetSideSpeed(sideSpeed float32, updateFlags bool) {
playerMovementData[charID]["side_speed"] = sideSpeed
}
// GetPos returns a position/movement value for the player
func (p *Player) GetPos(key string) float32 {
charID := p.GetCharacterID()
if playerMovementData[charID] != nil {
return playerMovementData[charID][key]
}
return 0.0
}
// GetSideSpeed returns the player's side movement speed
func (p *Player) GetSideSpeed() float32 {
return p.GetPos("side_speed")
@ -518,6 +532,16 @@ func (p *Player) ResetMentorship() bool {
return mentorshipStatus
}
// SetMentorStats sets mentorship statistics (placeholder implementation)
func (p *Player) SetMentorStats(level int32, unused1 int32, enabled bool) {
// TODO: Implement proper mentorship stats when system is available
}
// InCombat sets the combat state
func (p *Player) InCombat(inCombat bool, rangedCombat bool) {
// TODO: Implement proper combat state management
}
// EnableResetMentorship enables mentorship reset
func (p *Player) EnableResetMentorship() {
p.resetMentorship = true

View File

@ -1,170 +0,0 @@
package player
import (
"math"
"eq2emu/internal/spawn"
)
// NewPlayerInfo creates a new PlayerInfo instance
func NewPlayerInfo(player *Player) *PlayerInfo {
return &PlayerInfo{
player: player,
infoStruct: player.GetInfoStruct(),
}
}
// CalculateXPPercentages calculates XP bar percentages for display
func (pi *PlayerInfo) CalculateXPPercentages() {
xpNeeded := int32(pi.player.GetInfoStructXPNeeded())
if xpNeeded > 0 {
divPercent := (pi.player.GetInfoStructXP() / float64(xpNeeded)) * 100.0
percentage := int16(divPercent) * 10
whole := math.Floor(divPercent)
fractional := divPercent - whole
pi.player.SetInfoStructXPYellow(percentage)
pi.player.SetInfoStructXPBlue(int16(fractional * 1000))
// Vitality bars probably need a revisit
pi.player.SetInfoStructXPBlueVitalityBar(0)
pi.player.SetInfoStructXPYellowVitalityBar(0)
if pi.player.GetXPVitality() > 0 {
vitalityTotal := pi.player.GetXPVitality()*10 + float32(percentage)
vitalityTotal -= float32((int(percentage/100) * 100))
if vitalityTotal < 100 { // 10%
pi.player.SetInfoStructXPBlueVitalityBar(pi.player.GetInfoStructXPBlue() + int16(pi.player.GetXPVitality()*10))
} else {
pi.player.SetInfoStructXPYellowVitalityBar(pi.player.GetInfoStructXPYellow() + int16(pi.player.GetXPVitality()*10))
}
}
}
}
// CalculateTSXPPercentages calculates tradeskill XP bar percentages
func (pi *PlayerInfo) CalculateTSXPPercentages() {
tsXPNeeded := int32(pi.player.GetInfoStructTSXPNeeded())
if tsXPNeeded > 0 {
percentage := (pi.player.GetInfoStructTSXP() / float64(tsXPNeeded)) * 1000
pi.player.SetInfoStructTradeskillExpYellow(int16(percentage))
pi.player.SetInfoStructTradeskillExpBlue(int16((percentage - float64(pi.player.GetInfoStructTradeskillExpYellow())) * 1000))
}
}
// SetHouseZone sets the house zone ID
func (pi *PlayerInfo) SetHouseZone(id int32) {
pi.houseZoneID = id
}
// SetBindZone sets the bind zone ID
func (pi *PlayerInfo) SetBindZone(id int32) {
pi.bindZoneID = id
}
// SetBindX sets the bind X coordinate
func (pi *PlayerInfo) SetBindX(x float32) {
pi.bindX = x
}
// SetBindY sets the bind Y coordinate
func (pi *PlayerInfo) SetBindY(y float32) {
pi.bindY = y
}
// SetBindZ sets the bind Z coordinate
func (pi *PlayerInfo) SetBindZ(z float32) {
pi.bindZ = z
}
// SetBindHeading sets the bind heading
func (pi *PlayerInfo) SetBindHeading(heading float32) {
pi.bindHeading = heading
}
// GetHouseZoneID returns the house zone ID
func (pi *PlayerInfo) GetHouseZoneID() int32 {
return pi.houseZoneID
}
// GetBindZoneID returns the bind zone ID
func (pi *PlayerInfo) GetBindZoneID() int32 {
return pi.bindZoneID
}
// GetBindZoneX returns the bind X coordinate
func (pi *PlayerInfo) GetBindZoneX() float32 {
return pi.bindX
}
// GetBindZoneY returns the bind Y coordinate
func (pi *PlayerInfo) GetBindZoneY() float32 {
return pi.bindY
}
// GetBindZoneZ returns the bind Z coordinate
func (pi *PlayerInfo) GetBindZoneZ() float32 {
return pi.bindZ
}
// GetBindZoneHeading returns the bind heading
func (pi *PlayerInfo) GetBindZoneHeading() float32 {
return pi.bindHeading
}
// GetBoatX returns the boat X offset
func (pi *PlayerInfo) GetBoatX() float32 {
return pi.boatXOffset
}
// GetBoatY returns the boat Y offset
func (pi *PlayerInfo) GetBoatY() float32 {
return pi.boatYOffset
}
// GetBoatZ returns the boat Z offset
func (pi *PlayerInfo) GetBoatZ() float32 {
return pi.boatZOffset
}
// GetBoatSpawn returns the boat spawn ID
func (pi *PlayerInfo) GetBoatSpawn() int32 {
return pi.boatSpawn
}
// SetBoatX sets the boat X offset
func (pi *PlayerInfo) SetBoatX(x float32) {
pi.boatXOffset = x
}
// SetBoatY sets the boat Y offset
func (pi *PlayerInfo) SetBoatY(y float32) {
pi.boatYOffset = y
}
// SetBoatZ sets the boat Z offset
func (pi *PlayerInfo) SetBoatZ(z float32) {
pi.boatZOffset = z
}
// SetBoatSpawn sets the boat spawn
func (pi *PlayerInfo) SetBoatSpawn(spawn *spawn.Spawn) {
if spawn != nil {
pi.boatSpawn = spawn.GetDatabaseID()
} else {
pi.boatSpawn = 0
}
}
// SetAccountAge sets the account age base
func (pi *PlayerInfo) SetAccountAge(age int32) {
pi.player.SetInfoStructAccountAgeBase(age)
}
// RemoveOldPackets cleans up old packet data
func (pi *PlayerInfo) RemoveOldPackets() {
pi.changes = nil
pi.origPacket = nil
pi.petChanges = nil
pi.petOrigPacket = nil
}

View File

@ -1,410 +0,0 @@
package player
import (
"eq2emu/internal/quests"
"eq2emu/internal/spawn"
"eq2emu/internal/spells"
)
// GetQuest returns a quest by ID
func (p *Player) GetQuest(questID int32) *quests.Quest {
p.playerQuestsMutex.RLock()
defer p.playerQuestsMutex.RUnlock()
if quest, exists := p.playerQuests[questID]; exists {
return quest
}
return nil
}
// GetAnyQuest returns a quest from any list (active, completed, pending)
func (p *Player) GetAnyQuest(questID int32) *quests.Quest {
p.playerQuestsMutex.RLock()
defer p.playerQuestsMutex.RUnlock()
// Check active quests
if quest, exists := p.playerQuests[questID]; exists {
return quest
}
// Check completed quests
if quest, exists := p.completedQuests[questID]; exists {
return quest
}
// Check pending quests
if quest, exists := p.pendingQuests[questID]; exists {
return quest
}
return nil
}
// GetCompletedQuest returns a completed quest by ID
func (p *Player) GetCompletedQuest(questID int32) *quests.Quest {
p.playerQuestsMutex.RLock()
defer p.playerQuestsMutex.RUnlock()
if quest, exists := p.completedQuests[questID]; exists {
return quest
}
return nil
}
// HasQuestBeenCompleted checks if a quest has been completed
func (p *Player) HasQuestBeenCompleted(questID int32) bool {
return p.GetCompletedQuest(questID) != nil
}
// GetQuestCompletedCount returns how many times a quest has been completed
func (p *Player) GetQuestCompletedCount(questID int32) int32 {
quest := p.GetCompletedQuest(questID)
if quest != nil {
return GetQuestCompleteCount(quest)
}
return 0
}
// AddCompletedQuest adds a quest to the completed list
func (p *Player) AddCompletedQuest(quest *quests.Quest) {
if quest == nil {
return
}
p.playerQuestsMutex.Lock()
defer p.playerQuestsMutex.Unlock()
p.completedQuests[GetQuestID(quest)] = quest
}
// HasActiveQuest checks if a quest is currently active
func (p *Player) HasActiveQuest(questID int32) bool {
p.playerQuestsMutex.RLock()
defer p.playerQuestsMutex.RUnlock()
_, exists := p.playerQuests[questID]
return exists
}
// HasAnyQuest checks if player has quest in any state
func (p *Player) HasAnyQuest(questID int32) bool {
return p.GetAnyQuest(questID) != nil
}
// GetPlayerQuests returns the active quest map
func (p *Player) GetPlayerQuests() map[int32]*quests.Quest {
return p.playerQuests
}
// GetCompletedPlayerQuests returns the completed quest map
func (p *Player) GetCompletedPlayerQuests() map[int32]*quests.Quest {
return p.completedQuests
}
// GetQuestIDs returns all active quest IDs
func (p *Player) GetQuestIDs() []int32 {
p.playerQuestsMutex.RLock()
defer p.playerQuestsMutex.RUnlock()
ids := make([]int32, 0, len(p.playerQuests))
for id := range p.playerQuests {
ids = append(ids, id)
}
return ids
}
// RemoveQuest removes a quest from the player
// If completeQuest is true, the quest is moved to completed list
func (p *Player) RemoveQuest(questID int32, completeQuest bool) {
p.playerQuestsMutex.Lock()
defer p.playerQuestsMutex.Unlock()
if quest, exists := p.playerQuests[questID]; exists {
delete(p.playerQuests, questID)
if completeQuest {
// Move quest to completed list
p.completedQuests[questID] = quest
// Update completion count
IncrementQuestCompleteCount(quest)
}
}
// TODO: Update quest journal
// TODO: Remove quest items if needed
}
// AddQuestRequiredSpawn adds a spawn requirement for a quest
func (p *Player) AddQuestRequiredSpawn(spawn *spawn.Spawn, questID int32) {
if spawn == nil {
return
}
p.playerSpawnQuestsRequiredMutex.Lock()
defer p.playerSpawnQuestsRequiredMutex.Unlock()
spawnID := spawn.GetDatabaseID()
if p.playerSpawnQuestsRequired[spawnID] == nil {
p.playerSpawnQuestsRequired[spawnID] = make([]int32, 0)
}
// Check if already added
for _, id := range p.playerSpawnQuestsRequired[spawnID] {
if id == questID {
return
}
}
p.playerSpawnQuestsRequired[spawnID] = append(p.playerSpawnQuestsRequired[spawnID], questID)
}
// AddHistoryRequiredSpawn adds a spawn requirement for history
func (p *Player) AddHistoryRequiredSpawn(spawn *spawn.Spawn, eventID int32) {
if spawn == nil {
return
}
p.playerSpawnHistoryRequiredMutex.Lock()
defer p.playerSpawnHistoryRequiredMutex.Unlock()
spawnID := spawn.GetDatabaseID()
if p.playerSpawnHistoryRequired[spawnID] == nil {
p.playerSpawnHistoryRequired[spawnID] = make([]int32, 0)
}
// Check if already added
for _, id := range p.playerSpawnHistoryRequired[spawnID] {
if id == eventID {
return
}
}
p.playerSpawnHistoryRequired[spawnID] = append(p.playerSpawnHistoryRequired[spawnID], eventID)
}
// CheckQuestRequired checks if a spawn is required for any quest
func (p *Player) CheckQuestRequired(spawn *spawn.Spawn) bool {
if spawn == nil {
return false
}
p.playerSpawnQuestsRequiredMutex.RLock()
defer p.playerSpawnQuestsRequiredMutex.RUnlock()
spawnID := spawn.GetDatabaseID()
quests, exists := p.playerSpawnQuestsRequired[spawnID]
return exists && len(quests) > 0
}
// GetQuestStepComplete checks if a quest step is complete
func (p *Player) GetQuestStepComplete(questID, stepID int32) bool {
quest := p.GetQuest(questID)
if quest != nil {
return quest.GetQuestStepCompleted(stepID)
}
return false
}
// GetQuestStep returns the current quest step
func (p *Player) GetQuestStep(questID int32) int16 {
quest := p.GetQuest(questID)
if quest != nil {
return GetQuestStep(quest)
}
return 0
}
// GetTaskGroupStep returns the current task group step
func (p *Player) GetTaskGroupStep(questID int32) int16 {
quest := p.GetQuest(questID)
if quest != nil {
return int16(GetQuestTaskGroup(quest))
}
return 0
}
// SetStepComplete completes a quest step
func (p *Player) SetStepComplete(questID, step int32) *quests.Quest {
quest := p.GetQuest(questID)
if quest != nil {
quest.SetStepComplete(step)
// TODO: Check if quest is now complete
// TODO: Send quest update
}
return quest
}
// AddStepProgress adds progress to a quest step
func (p *Player) AddStepProgress(questID, step, progress int32) *quests.Quest {
quest := p.GetQuest(questID)
if quest != nil {
quest.AddStepProgress(step, progress)
// TODO: Check if step is now complete
// TODO: Send quest update
}
return quest
}
// GetStepProgress returns progress for a quest step
func (p *Player) GetStepProgress(questID, stepID int32) int32 {
quest := p.GetQuest(questID)
if quest != nil {
return quest.GetStepProgress(stepID)
}
return 0
}
// CanReceiveQuest checks if player can receive a quest
func (p *Player) CanReceiveQuest(questID int32, ret *int8) bool {
// TODO: Get quest from master list
// quest := master_quest_list.GetQuest(questID)
// Check if already has quest
if p.HasAnyQuest(questID) {
if ret != nil {
*ret = 1 // Already has quest
}
return false
}
// TODO: Check prerequisites
// - Level requirements
// - Class requirements
// - Race requirements
// - Faction requirements
// - Previous quest requirements
return true
}
// GetQuestByPositionID returns a quest by its position in the journal
func (p *Player) GetQuestByPositionID(listPositionID int32) *quests.Quest {
// TODO: Implement quest position tracking
return nil
}
// SendQuestRequiredSpawns sends spawn updates for quest requirements
func (p *Player) SendQuestRequiredSpawns(questID int32) {
// TODO: Send spawn visual updates for quest requirements
}
// SendHistoryRequiredSpawns sends spawn updates for history requirements
func (p *Player) SendHistoryRequiredSpawns(eventID int32) {
// TODO: Send spawn visual updates for history events
}
// SendQuest sends quest data to client
func (p *Player) SendQuest(questID int32) {
// TODO: Send quest journal packet
}
// UpdateQuestCompleteCount updates quest completion count
func (p *Player) UpdateQuestCompleteCount(questID int32) {
quest := p.GetCompletedQuest(questID)
if quest != nil {
IncrementQuestCompleteCount(quest)
// TODO: Save to database
}
}
// PendingQuestAcceptance handles pending quest rewards
func (p *Player) PendingQuestAcceptance(questID, itemID int32, questExists *bool) *quests.Quest {
// TODO: Handle quest reward acceptance
return nil
}
// AcceptQuestReward accepts a quest reward
func (p *Player) AcceptQuestReward(itemID, selectableItemID int32) bool {
// TODO: Give quest rewards to player
return false
}
// SendQuestStepUpdate sends a quest step update
func (p *Player) SendQuestStepUpdate(questID, questStepID int32, displayQuestHelper bool) bool {
// TODO: Send quest step update packet
return false
}
// GetQuestTemporaryRewards gets temporary quest rewards
func (p *Player) GetQuestTemporaryRewards(questID int32, items *[]*Item) {
// TODO: Get temporary quest rewards
}
// AddQuestTemporaryReward adds a temporary quest reward
func (p *Player) AddQuestTemporaryReward(questID, itemID int32, itemCount int16) {
// TODO: Add temporary quest reward
}
// UpdateQuestReward updates quest reward data
func (p *Player) UpdateQuestReward(questID int32, qrd *quests.QuestRewards) bool {
// TODO: Update quest reward
return false
}
// CheckQuestsChatUpdate checks quests for chat updates
func (p *Player) CheckQuestsChatUpdate(spawn *spawn.Spawn) []*quests.Quest {
// TODO: Check if spawn chat updates any quests
return nil
}
// CheckQuestsItemUpdate checks quests for item updates
func (p *Player) CheckQuestsItemUpdate(item *Item) []*quests.Quest {
// TODO: Check if item updates any quests
return nil
}
// CheckQuestsLocationUpdate checks quests for location updates
func (p *Player) CheckQuestsLocationUpdate() []*quests.Quest {
// TODO: Check if current location updates any quests
return nil
}
// CheckQuestsKillUpdate checks quests for kill updates
func (p *Player) CheckQuestsKillUpdate(spawn *spawn.Spawn, update bool) []*quests.Quest {
// TODO: Check if killing spawn updates any quests
return nil
}
// HasQuestUpdateRequirement checks if spawn has quest update requirements
func (p *Player) HasQuestUpdateRequirement(spawn *spawn.Spawn) bool {
// TODO: Check if spawn updates any active quests
return false
}
// CheckQuestsSpellUpdate checks quests for spell updates
func (p *Player) CheckQuestsSpellUpdate(spell *spells.Spell) []*quests.Quest {
// TODO: Check if spell updates any quests
return nil
}
// CheckQuestsCraftUpdate checks quests for crafting updates
func (p *Player) CheckQuestsCraftUpdate(item *Item, qty int32) {
// TODO: Check if crafting updates any quests
}
// CheckQuestsHarvestUpdate checks quests for harvest updates
func (p *Player) CheckQuestsHarvestUpdate(item *Item, qty int32) {
// TODO: Check if harvesting updates any quests
}
// CheckQuestsFailures checks for quest failures
func (p *Player) CheckQuestsFailures() []*quests.Quest {
// TODO: Check if any quests have failed
return nil
}
// CheckQuestRemoveFlag checks if spawn should have quest flag removed
func (p *Player) CheckQuestRemoveFlag(spawn *spawn.Spawn) bool {
// TODO: Check if quest flag should be removed from spawn
return false
}
// CheckQuestFlag returns the quest flag for a spawn
func (p *Player) CheckQuestFlag(spawn *spawn.Spawn) int8 {
// TODO: Determine quest flag for spawn
// 0 = no flag
// 1 = quest giver
// 2 = quest update
// etc.
return 0
}

View File

@ -1,86 +0,0 @@
package player
import (
"eq2emu/internal/skills"
)
// GetSkillByName returns a skill by name
func (p *Player) GetSkillByName(name string, checkUpdate bool) *skills.Skill {
return p.GetSkillByNameHelper(name, checkUpdate)
}
// GetSkillByID returns a skill by ID
func (p *Player) GetSkillByID(skillID int32, checkUpdate bool) *skills.Skill {
// TODO: Implement GetSkillByID when available in skills package
return nil
}
// AddSkill adds a skill to the player
func (p *Player) AddSkill(skillID int32, currentVal, maxVal int16, saveNeeded bool) {
p.AddSkillHelper(skillID, currentVal, maxVal, saveNeeded)
}
// RemovePlayerSkill removes a skill from the player
func (p *Player) RemovePlayerSkill(skillID int32, save bool) {
p.RemoveSkillHelper(skillID)
if save {
// TODO: Remove from database
// TODO: Implement RemoveSkillFromDB when available
// p.RemoveSkillFromDB(p.GetSkillByID(skillID, false), save)
}
}
// RemoveSkillFromDB removes a skill from the database
func (p *Player) RemoveSkillFromDB(skill *skills.Skill, save bool) {
if skill == nil {
return
}
// TODO: Remove skill from database
}
// AddSkillBonus adds a skill bonus from a spell
func (p *Player) AddSkillBonus(spellID, skillID int32, value float32) {
// Check if we already have this bonus
bonus := p.GetSkillBonus(spellID)
if bonus != nil {
// Update existing bonus
bonus.SkillID = skillID
bonus.Value = value
} else {
// Add new bonus
bonus = &SkillBonus{
SpellID: spellID,
SkillID: skillID,
Value: value,
}
// TODO: Add to skill bonus list
}
// Apply the bonus to the skill
skill := p.GetSkillByID(skillID, false)
if skill != nil {
// TODO: Apply bonus to skill value
}
}
// GetSkillBonus returns a skill bonus by spell ID
func (p *Player) GetSkillBonus(spellID int32) *SkillBonus {
// TODO: Look up skill bonus by spell ID
return nil
}
// RemoveSkillBonus removes a skill bonus
func (p *Player) RemoveSkillBonus(spellID int32) {
bonus := p.GetSkillBonus(spellID)
if bonus == nil {
return
}
// Remove the bonus from the skill
skill := p.GetSkillByID(bonus.SkillID, false)
if skill != nil {
// TODO: Remove bonus from skill value
}
// TODO: Remove from skill bonus list
}

View File

@ -1,386 +0,0 @@
package player
import (
"time"
"eq2emu/internal/spawn"
)
// WasSentSpawn checks if a spawn was already sent to the player
func (p *Player) WasSentSpawn(spawnID int32) bool {
p.spawnMutex.Lock()
defer p.spawnMutex.Unlock()
if state, exists := p.spawnPacketSent[spawnID]; exists {
return state == int8(SPAWN_STATE_SENT)
}
return false
}
// IsSendingSpawn checks if a spawn is currently being sent
func (p *Player) IsSendingSpawn(spawnID int32) bool {
p.spawnMutex.Lock()
defer p.spawnMutex.Unlock()
if state, exists := p.spawnPacketSent[spawnID]; exists {
return state == int8(SPAWN_STATE_SENDING)
}
return false
}
// IsRemovingSpawn checks if a spawn is being removed
func (p *Player) IsRemovingSpawn(spawnID int32) bool {
p.spawnMutex.Lock()
defer p.spawnMutex.Unlock()
if state, exists := p.spawnPacketSent[spawnID]; exists {
return state == int8(SPAWN_STATE_REMOVING)
}
return false
}
// SetSpawnSentState sets the spawn state for tracking
func (p *Player) SetSpawnSentState(spawn *spawn.Spawn, state SpawnState) bool {
if spawn == nil {
return false
}
p.spawnMutex.Lock()
defer p.spawnMutex.Unlock()
spawnID := spawn.GetDatabaseID()
p.spawnPacketSent[spawnID] = int8(state)
// Handle state-specific logic
switch state {
case SPAWN_STATE_SENT_WAIT:
if queueState, exists := p.spawnStateList[spawnID]; exists {
queueState.SpawnStateTimer = time.Now().Add(500 * time.Millisecond)
} else {
p.spawnStateList[spawnID] = &SpawnQueueState{
SpawnStateTimer: time.Now().Add(500 * time.Millisecond),
IndexID: p.GetIndexForSpawn(spawn),
}
}
case SPAWN_STATE_REMOVING_SLEEP:
if queueState, exists := p.spawnStateList[spawnID]; exists {
queueState.SpawnStateTimer = time.Now().Add(10 * time.Second)
} else {
p.spawnStateList[spawnID] = &SpawnQueueState{
SpawnStateTimer: time.Now().Add(10 * time.Second),
IndexID: p.GetIndexForSpawn(spawn),
}
}
}
return true
}
// CheckSpawnStateQueue checks spawn states and updates as needed
func (p *Player) CheckSpawnStateQueue() {
p.spawnMutex.Lock()
defer p.spawnMutex.Unlock()
now := time.Now()
for spawnID, queueState := range p.spawnStateList {
if now.After(queueState.SpawnStateTimer) {
if state, exists := p.spawnPacketSent[spawnID]; exists {
switch SpawnState(state) {
case SPAWN_STATE_SENT_WAIT:
p.spawnPacketSent[spawnID] = int8(SPAWN_STATE_SENT)
delete(p.spawnStateList, spawnID)
case SPAWN_STATE_REMOVING_SLEEP:
// TODO: Remove spawn from index
p.spawnPacketSent[spawnID] = int8(SPAWN_STATE_REMOVED)
delete(p.spawnStateList, spawnID)
}
}
}
}
}
// GetSpawnWithPlayerID returns a spawn by player-specific ID
func (p *Player) GetSpawnWithPlayerID(id int32) *spawn.Spawn {
p.indexMutex.RLock()
defer p.indexMutex.RUnlock()
if spawn, exists := p.playerSpawnIDMap[id]; exists {
return spawn
}
return nil
}
// GetIDWithPlayerSpawn returns the player-specific ID for a spawn
func (p *Player) GetIDWithPlayerSpawn(spawn *spawn.Spawn) int32 {
if spawn == nil {
return 0
}
p.indexMutex.RLock()
defer p.indexMutex.RUnlock()
if id, exists := p.playerSpawnReverseIDMap[spawn]; exists {
return id
}
return 0
}
// GetNextSpawnIndex returns the next available spawn index
func (p *Player) GetNextSpawnIndex(spawn *spawn.Spawn, setLock bool) int16 {
if setLock {
p.indexMutex.Lock()
defer p.indexMutex.Unlock()
}
// Start from current index and find next available
for i := p.spawnIndex + 1; i != p.spawnIndex; i++ {
if i > 9999 { // Wrap around
i = 1
}
if _, exists := p.playerSpawnIDMap[int32(i)]; !exists {
p.spawnIndex = i
return i
}
}
// If we've looped all the way around, increment and use it anyway
p.spawnIndex++
if p.spawnIndex > 9999 {
p.spawnIndex = 1
}
return p.spawnIndex
}
// SetSpawnMap adds a spawn to the player's spawn map
func (p *Player) SetSpawnMap(spawn *spawn.Spawn) bool {
if spawn == nil {
return false
}
p.indexMutex.Lock()
defer p.indexMutex.Unlock()
// Check if spawn already has an ID
if id, exists := p.playerSpawnReverseIDMap[spawn]; exists && id > 0 {
return true
}
// Get next available index
index := p.GetNextSpawnIndex(spawn, false)
// Set bidirectional mapping
p.playerSpawnIDMap[int32(index)] = spawn
p.playerSpawnReverseIDMap[spawn] = int32(index)
return true
}
// SetSpawnMapIndex sets a specific index for a spawn
func (p *Player) SetSpawnMapIndex(spawn *spawn.Spawn, index int32) {
p.indexMutex.Lock()
defer p.indexMutex.Unlock()
p.playerSpawnIDMap[index] = spawn
p.playerSpawnReverseIDMap[spawn] = index
}
// SetSpawnMapAndIndex sets spawn in map and returns the index
func (p *Player) SetSpawnMapAndIndex(spawn *spawn.Spawn) int16 {
if spawn == nil {
return 0
}
p.indexMutex.Lock()
defer p.indexMutex.Unlock()
// Check if spawn already has an ID
if id, exists := p.playerSpawnReverseIDMap[spawn]; exists && id > 0 {
return int16(id)
}
// Get next available index
index := p.GetNextSpawnIndex(spawn, false)
// Set bidirectional mapping
p.playerSpawnIDMap[int32(index)] = spawn
p.playerSpawnReverseIDMap[spawn] = int32(index)
return index
}
// GetSpawnByIndex returns a spawn by its player-specific index
func (p *Player) GetSpawnByIndex(index int16) *spawn.Spawn {
return p.GetSpawnWithPlayerID(int32(index))
}
// GetIndexForSpawn returns the player-specific index for a spawn
func (p *Player) GetIndexForSpawn(spawn *spawn.Spawn) int16 {
return int16(p.GetIDWithPlayerSpawn(spawn))
}
// WasSpawnRemoved checks if a spawn was removed
func (p *Player) WasSpawnRemoved(spawn *spawn.Spawn) bool {
if spawn == nil {
return false
}
p.spawnMutex.Lock()
defer p.spawnMutex.Unlock()
spawnID := spawn.GetDatabaseID()
if state, exists := p.spawnPacketSent[spawnID]; exists {
return state == int8(SPAWN_STATE_REMOVED)
}
return false
}
// ResetSpawnPackets resets spawn packet state for a spawn
func (p *Player) ResetSpawnPackets(id int32) {
p.spawnMutex.Lock()
defer p.spawnMutex.Unlock()
delete(p.spawnPacketSent, id)
delete(p.spawnStateList, id)
}
// RemoveSpawn removes a spawn from the player's view
func (p *Player) RemoveSpawn(spawn *spawn.Spawn, deleteSpawn bool) {
if spawn == nil {
return
}
// Get the player index for this spawn
index := p.GetIDWithPlayerSpawn(spawn)
if index == 0 {
return
}
// Remove from spawn maps
p.indexMutex.Lock()
delete(p.playerSpawnIDMap, index)
delete(p.playerSpawnReverseIDMap, spawn)
p.indexMutex.Unlock()
// Remove spawn packets
spawnID := spawn.GetDatabaseID()
p.infoMutex.Lock()
delete(p.spawnInfoPacketList, spawnID)
p.infoMutex.Unlock()
p.visMutex.Lock()
delete(p.spawnVisPacketList, spawnID)
p.visMutex.Unlock()
p.posMutex.Lock()
delete(p.spawnPosPacketList, spawnID)
p.posMutex.Unlock()
// Reset spawn state
p.ResetSpawnPackets(spawnID)
// TODO: Send despawn packet to client
if deleteSpawn {
// TODO: Actually delete the spawn if requested
}
}
// ShouldSendSpawn determines if a spawn should be sent to player
func (p *Player) ShouldSendSpawn(spawn *spawn.Spawn) bool {
if spawn == nil {
return false
}
// Don't send self
if spawn == p.Entity.Spawn {
return false
}
// Check if already sent
if p.WasSentSpawn(spawn.GetDatabaseID()) {
return false
}
// Check distance
distance := p.GetDistance(spawn.GetX(), spawn.GetY(), spawn.GetZ(), true)
maxDistance := float32(200.0) // TODO: Get from rule system
if distance > maxDistance {
return false
}
// TODO: Check visibility flags, stealth, etc.
return true
}
// SetSpawnDeleteTime sets the time when a spawn should be deleted
func (p *Player) SetSpawnDeleteTime(id int32, deleteTime int32) {
// TODO: Implement spawn deletion timer
}
// GetSpawnDeleteTime gets the deletion time for a spawn
func (p *Player) GetSpawnDeleteTime(id int32) int32 {
// TODO: Implement spawn deletion timer
return 0
}
// ClearRemovalTimers clears all spawn removal timers
func (p *Player) ClearRemovalTimers() {
// TODO: Implement spawn deletion timer clearing
}
// ResetSavedSpawns resets all saved spawn data
func (p *Player) ResetSavedSpawns() {
p.indexMutex.Lock()
p.playerSpawnIDMap = make(map[int32]*spawn.Spawn)
p.playerSpawnReverseIDMap = make(map[*spawn.Spawn]int32)
// Re-add self
p.playerSpawnIDMap[1] = p.Entity.Spawn
p.playerSpawnReverseIDMap[p.Entity.Spawn] = 1
p.indexMutex.Unlock()
p.spawnMutex.Lock()
p.spawnPacketSent = make(map[int32]int8)
p.spawnStateList = make(map[int32]*SpawnQueueState)
p.spawnMutex.Unlock()
p.infoMutex.Lock()
p.spawnInfoPacketList = make(map[int32]string)
p.infoMutex.Unlock()
p.visMutex.Lock()
p.spawnVisPacketList = make(map[int32]string)
p.visMutex.Unlock()
p.posMutex.Lock()
p.spawnPosPacketList = make(map[int32]string)
p.posMutex.Unlock()
}
// IsSpawnInRangeList checks if a spawn is in the range list
func (p *Player) IsSpawnInRangeList(spawnID int32) bool {
p.spawnAggroRangeMutex.RLock()
defer p.spawnAggroRangeMutex.RUnlock()
_, exists := p.playerAggroRangeSpawns[spawnID]
return exists
}
// SetSpawnInRangeList sets whether a spawn is in range
func (p *Player) SetSpawnInRangeList(spawnID int32, inRange bool) {
p.spawnAggroRangeMutex.Lock()
defer p.spawnAggroRangeMutex.Unlock()
if inRange {
p.playerAggroRangeSpawns[spawnID] = true
} else {
delete(p.playerAggroRangeSpawns, spawnID)
}
}
// ProcessSpawnRangeUpdates processes spawn range updates
func (p *Player) ProcessSpawnRangeUpdates() {
// TODO: Implement spawn range update processing
// This would check all spawns in range and update visibility
}

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@ -1,623 +0,0 @@
package player
import (
"sort"
"eq2emu/internal/spells"
)
// AddSpellBookEntry adds a spell to the player's spell book
func (p *Player) AddSpellBookEntry(spellID int32, tier int8, slot int32, spellType int32, timer int32, saveNeeded bool) {
p.spellsBookMutex.Lock()
defer p.spellsBookMutex.Unlock()
// Check if spell already exists
for _, entry := range p.spells {
if entry.SpellID == spellID && entry.Tier == tier {
// Update existing entry
entry.Slot = slot
entry.Type = spellType
entry.Timer = timer
entry.SaveNeeded = saveNeeded
return
}
}
// Create new entry
entry := &SpellBookEntry{
SpellID: spellID,
Tier: tier,
Slot: slot,
Type: spellType,
Timer: timer,
SaveNeeded: saveNeeded,
Player: p,
Visible: true,
InUse: false,
}
p.spells = append(p.spells, entry)
}
// GetSpellBookSpell returns a spell book entry by spell ID
func (p *Player) GetSpellBookSpell(spellID int32) *SpellBookEntry {
p.spellsBookMutex.RLock()
defer p.spellsBookMutex.RUnlock()
for _, entry := range p.spells {
if entry.SpellID == spellID {
return entry
}
}
return nil
}
// GetSpellsSaveNeeded returns spells that need saving to database
func (p *Player) GetSpellsSaveNeeded() []*SpellBookEntry {
p.spellsBookMutex.RLock()
defer p.spellsBookMutex.RUnlock()
var needSave []*SpellBookEntry
for _, entry := range p.spells {
if entry.SaveNeeded {
needSave = append(needSave, entry)
}
}
return needSave
}
// GetFreeSpellBookSlot returns the next free spell book slot for a type
func (p *Player) GetFreeSpellBookSlot(spellType int32) int32 {
p.spellsBookMutex.RLock()
defer p.spellsBookMutex.RUnlock()
// Find highest slot for this type
var maxSlot int32 = -1
for _, entry := range p.spells {
if entry.Type == spellType && entry.Slot > maxSlot {
maxSlot = entry.Slot
}
}
return maxSlot + 1
}
// GetSpellBookSpellIDBySkill returns spell IDs for a given skill
func (p *Player) GetSpellBookSpellIDBySkill(skillID int32) []int32 {
p.spellsBookMutex.RLock()
defer p.spellsBookMutex.RUnlock()
var spellIDs []int32
for range p.spells {
// TODO: Check if spell matches skill
// spell := master_spell_list.GetSpell(entry.SpellID)
// if spell != nil && spell.GetSkillID() == skillID {
// spellIDs = append(spellIDs, entry.SpellID)
// }
}
return spellIDs
}
// HasSpell checks if player has a spell
func (p *Player) HasSpell(spellID int32, tier int8, includeHigherTiers bool, includePossibleScribe bool) bool {
p.spellsBookMutex.RLock()
defer p.spellsBookMutex.RUnlock()
for _, entry := range p.spells {
if entry.SpellID == spellID {
if tier == 127 || entry.Tier == tier { // Changed from 255 to avoid int8 overflow
return true
}
if includeHigherTiers && entry.Tier > tier {
return true
}
}
}
if includePossibleScribe {
// TODO: Check if player can scribe this spell
}
return false
}
// GetSpellTier returns the tier of a spell the player has
func (p *Player) GetSpellTier(spellID int32) int8 {
p.spellsBookMutex.RLock()
defer p.spellsBookMutex.RUnlock()
var highestTier int8 = 0
for _, entry := range p.spells {
if entry.SpellID == spellID && entry.Tier > highestTier {
highestTier = entry.Tier
}
}
return highestTier
}
// GetSpellSlot returns the slot of a spell
func (p *Player) GetSpellSlot(spellID int32) int8 {
entry := p.GetSpellBookSpell(spellID)
if entry != nil {
return int8(entry.Slot)
}
return -1
}
// SetSpellStatus sets the status of a spell
func (p *Player) SetSpellStatus(spell *spells.Spell, status int8) {
if spell == nil {
return
}
entry := p.GetSpellBookSpell(spell.GetSpellID())
if entry != nil {
p.AddSpellStatus(entry, int16(status), true, 0)
}
}
// RemoveSpellStatus removes a status from a spell
func (p *Player) RemoveSpellStatus(spell *spells.Spell, status int8) {
if spell == nil {
return
}
entry := p.GetSpellBookSpell(spell.GetSpellID())
if entry != nil {
p.RemoveSpellStatusEntry(entry, int16(status), true, 0)
}
}
// AddSpellStatus adds a status to a spell entry
func (p *Player) AddSpellStatus(spell *SpellBookEntry, value int16, modifyRecast bool, recast int16) {
if spell == nil {
return
}
p.spellsBookMutex.Lock()
defer p.spellsBookMutex.Unlock()
spell.Status |= int8(value)
if modifyRecast {
spell.Recast = recast
spell.RecastAvailable = 0 // TODO: Calculate actual time
}
}
// RemoveSpellStatusEntry removes a status from a spell entry
func (p *Player) RemoveSpellStatusEntry(spell *SpellBookEntry, value int16, modifyRecast bool, recast int16) {
if spell == nil {
return
}
p.spellsBookMutex.Lock()
defer p.spellsBookMutex.Unlock()
spell.Status &= ^int8(value)
if modifyRecast {
spell.Recast = recast
spell.RecastAvailable = 0
}
}
// RemoveSpellBookEntry removes a spell from the spell book
func (p *Player) RemoveSpellBookEntry(spellID int32, removePassivesFromList bool) {
p.spellsBookMutex.Lock()
defer p.spellsBookMutex.Unlock()
for i, entry := range p.spells {
if entry.SpellID == spellID {
// Remove from slice
p.spells = append(p.spells[:i], p.spells[i+1:]...)
if removePassivesFromList {
// TODO: Remove from passive list
p.RemovePassive(spellID, entry.Tier, true)
}
break
}
}
}
// DeleteSpellBook deletes spells from the spell book based on type
func (p *Player) DeleteSpellBook(typeSelection int8) {
p.spellsBookMutex.Lock()
defer p.spellsBookMutex.Unlock()
var keep []*SpellBookEntry
for _, entry := range p.spells {
deleteIt := false
// Check type flags
if typeSelection&DELETE_TRADESKILLS != 0 {
// TODO: Check if tradeskill spell
}
if typeSelection&DELETE_SPELLS != 0 {
// TODO: Check if spell
}
if typeSelection&DELETE_COMBAT_ART != 0 {
// TODO: Check if combat art
}
if typeSelection&DELETE_ABILITY != 0 {
// TODO: Check if ability
}
if typeSelection&DELETE_NOT_SHOWN != 0 && !entry.Visible {
deleteIt = true
}
if !deleteIt {
keep = append(keep, entry)
}
}
p.spells = keep
}
// ResortSpellBook resorts the spell book
func (p *Player) ResortSpellBook(sortBy, order, pattern, maxlvlOnly, bookType int32) {
p.spellsBookMutex.Lock()
defer p.spellsBookMutex.Unlock()
// Filter spells based on criteria
var filtered []*SpellBookEntry
for _, entry := range p.spells {
// TODO: Apply filters based on pattern, maxlvlOnly, bookType
filtered = append(filtered, entry)
}
// Sort based on sortBy and order
switch sortBy {
case 0: // By name
if order == 0 {
sort.Slice(filtered, func(i, j int) bool {
return SortSpellEntryByName(filtered[i], filtered[j])
})
} else {
sort.Slice(filtered, func(i, j int) bool {
return SortSpellEntryByNameReverse(filtered[i], filtered[j])
})
}
case 1: // By level
if order == 0 {
sort.Slice(filtered, func(i, j int) bool {
return SortSpellEntryByLevel(filtered[i], filtered[j])
})
} else {
sort.Slice(filtered, func(i, j int) bool {
return SortSpellEntryByLevelReverse(filtered[i], filtered[j])
})
}
case 2: // By category
if order == 0 {
sort.Slice(filtered, func(i, j int) bool {
return SortSpellEntryByCategory(filtered[i], filtered[j])
})
} else {
sort.Slice(filtered, func(i, j int) bool {
return SortSpellEntryByCategoryReverse(filtered[i], filtered[j])
})
}
}
// Reassign slots
for i, entry := range filtered {
entry.Slot = int32(i)
}
}
// Spell sorting functions
func SortSpellEntryByName(s1, s2 *SpellBookEntry) bool {
// TODO: Get spell names and compare
return s1.SpellID < s2.SpellID
}
func SortSpellEntryByNameReverse(s1, s2 *SpellBookEntry) bool {
return !SortSpellEntryByName(s1, s2)
}
func SortSpellEntryByLevel(s1, s2 *SpellBookEntry) bool {
// TODO: Get spell levels and compare
return s1.Tier < s2.Tier
}
func SortSpellEntryByLevelReverse(s1, s2 *SpellBookEntry) bool {
return !SortSpellEntryByLevel(s1, s2)
}
func SortSpellEntryByCategory(s1, s2 *SpellBookEntry) bool {
// TODO: Get spell categories and compare
return s1.Type < s2.Type
}
func SortSpellEntryByCategoryReverse(s1, s2 *SpellBookEntry) bool {
return !SortSpellEntryByCategory(s1, s2)
}
// LockAllSpells locks all non-tradeskill spells
func (p *Player) LockAllSpells() {
p.spellsBookMutex.Lock()
defer p.spellsBookMutex.Unlock()
p.allSpellsLocked = true
for _, entry := range p.spells {
// TODO: Check if not tradeskill spell
entry.Status |= SPELL_STATUS_LOCK
}
}
// UnlockAllSpells unlocks all non-tradeskill spells
func (p *Player) UnlockAllSpells(modifyRecast bool, exception *spells.Spell) {
p.spellsBookMutex.Lock()
defer p.spellsBookMutex.Unlock()
p.allSpellsLocked = false
exceptionID := int32(0)
if exception != nil {
exceptionID = exception.GetSpellID()
}
for _, entry := range p.spells {
if entry.SpellID != exceptionID {
// TODO: Check if not tradeskill spell
entry.Status &= ^SPELL_STATUS_LOCK
if modifyRecast {
entry.RecastAvailable = 0
}
}
}
}
// LockSpell locks a spell and all linked spells
func (p *Player) LockSpell(spell *spells.Spell, recast int16) {
if spell == nil {
return
}
// Lock the main spell
entry := p.GetSpellBookSpell(spell.GetSpellID())
if entry != nil {
p.AddSpellStatus(entry, SPELL_STATUS_LOCK, true, recast)
}
// TODO: Lock all spells with shared timer
}
// UnlockSpell unlocks a spell and all linked spells
func (p *Player) UnlockSpell(spell *spells.Spell) {
if spell == nil {
return
}
p.UnlockSpellByID(spell.GetSpellID(), GetSpellLinkedTimerID(spell.GetSpellData()))
}
// UnlockSpellByID unlocks a spell by ID
func (p *Player) UnlockSpellByID(spellID, linkedTimerID int32) {
// Unlock the main spell
entry := p.GetSpellBookSpell(spellID)
if entry != nil {
p.RemoveSpellStatusEntry(entry, SPELL_STATUS_LOCK, true, 0)
}
// TODO: Unlock all spells with shared timer
if linkedTimerID > 0 {
// Get all spells with this timer and unlock them
}
}
// LockTSSpells locks tradeskill spells and unlocks combat spells
func (p *Player) LockTSSpells() {
p.spellsBookMutex.Lock()
defer p.spellsBookMutex.Unlock()
for range p.spells {
// TODO: Check if tradeskill spell
// if spell.IsTradeskill() {
// entry.Status |= SPELL_STATUS_LOCK
// } else {
// entry.Status &= ^SPELL_STATUS_LOCK
// }
}
}
// UnlockTSSpells unlocks tradeskill spells and locks combat spells
func (p *Player) UnlockTSSpells() {
p.spellsBookMutex.Lock()
defer p.spellsBookMutex.Unlock()
for range p.spells {
// TODO: Check if tradeskill spell
// if spell.IsTradeskill() {
// entry.Status &= ^SPELL_STATUS_LOCK
// } else {
// entry.Status |= SPELL_STATUS_LOCK
// }
}
}
// QueueSpell queues a spell for casting
func (p *Player) QueueSpell(spell *spells.Spell) {
if spell == nil {
return
}
entry := p.GetSpellBookSpell(spell.GetSpellID())
if entry != nil {
p.AddSpellStatus(entry, SPELL_STATUS_QUEUE, false, 0)
}
}
// UnQueueSpell removes a spell from the queue
func (p *Player) UnQueueSpell(spell *spells.Spell) {
if spell == nil {
return
}
entry := p.GetSpellBookSpell(spell.GetSpellID())
if entry != nil {
p.RemoveSpellStatusEntry(entry, SPELL_STATUS_QUEUE, false, 0)
}
}
// GetSpellBookSpellsByTimer returns all spells with a given timer
func (p *Player) GetSpellBookSpellsByTimer(spell *spells.Spell, timerID int32) []*spells.Spell {
var timerSpells []*spells.Spell
p.spellsBookMutex.RLock()
defer p.spellsBookMutex.RUnlock()
// TODO: Find all spells with matching timer
// for _, entry := range p.spells {
// spell := master_spell_list.GetSpell(entry.SpellID)
// if spell != nil && spell.GetTimerID() == timerID {
// timerSpells = append(timerSpells, spell)
// }
// }
return timerSpells
}
// AddPassiveSpell adds a passive spell
func (p *Player) AddPassiveSpell(id int32, tier int8) {
for _, spellID := range p.passiveSpells {
if spellID == id {
return // Already have it
}
}
p.passiveSpells = append(p.passiveSpells, id)
}
// RemovePassive removes a passive spell
func (p *Player) RemovePassive(id int32, tier int8, removeFromList bool) {
// TODO: Remove passive effects
if removeFromList {
for i, spellID := range p.passiveSpells {
if spellID == id {
p.passiveSpells = append(p.passiveSpells[:i], p.passiveSpells[i+1:]...)
break
}
}
}
}
// ApplyPassiveSpells applies all passive spells
func (p *Player) ApplyPassiveSpells() {
// TODO: Cast all passive spells
for range p.passiveSpells {
// TODO: Get spell and cast it
}
}
// RemoveAllPassives removes all passive spell effects
func (p *Player) RemoveAllPassives() {
// TODO: Remove all passive effects
p.passiveSpells = nil
}
// GetSpellSlotMappingCount returns the number of spell slots
func (p *Player) GetSpellSlotMappingCount() int16 {
p.spellsBookMutex.RLock()
defer p.spellsBookMutex.RUnlock()
return int16(len(p.spells))
}
// GetSpellPacketCount returns the spell packet count
func (p *Player) GetSpellPacketCount() int16 {
return p.spellCount
}
// AddMaintainedSpell adds a maintained spell effect
func (p *Player) AddMaintainedSpell(luaSpell *spells.LuaSpell) {
// TODO: Add to maintained effects
}
// RemoveMaintainedSpell removes a maintained spell effect
func (p *Player) RemoveMaintainedSpell(luaSpell *spells.LuaSpell) {
// TODO: Remove from maintained effects
}
// AddSpellEffect adds a spell effect
func (p *Player) AddSpellEffect(luaSpell *spells.LuaSpell, overrideExpireTime int32) {
// TODO: Add spell effect
}
// RemoveSpellEffect removes a spell effect
func (p *Player) RemoveSpellEffect(luaSpell *spells.LuaSpell) {
// TODO: Remove spell effect
}
// GetFreeMaintainedSpellSlot returns a free maintained spell slot
func (p *Player) GetFreeMaintainedSpellSlot() *spells.MaintainedEffects {
// TODO: Find free slot in maintained effects
return nil
}
// GetMaintainedSpell returns a maintained spell by ID
func (p *Player) GetMaintainedSpell(id int32, onCharLoad bool) *spells.MaintainedEffects {
// TODO: Find maintained spell
return nil
}
// GetMaintainedSpellBySlot returns a maintained spell by slot
func (p *Player) GetMaintainedSpellBySlot(slot int8) *spells.MaintainedEffects {
// TODO: Find maintained spell by slot
return nil
}
// GetMaintainedSpells returns all maintained spells
func (p *Player) GetMaintainedSpells() *spells.MaintainedEffects {
// TODO: Return maintained effects array
return nil
}
// GetFreeSpellEffectSlot returns a free spell effect slot
func (p *Player) GetFreeSpellEffectSlot() *spells.SpellEffects {
// TODO: Find free slot in spell effects
return nil
}
// GetSpellEffects returns all spell effects
func (p *Player) GetSpellEffects() *spells.SpellEffects {
// TODO: Return spell effects array
return nil
}
// SaveSpellEffects saves spell effects to database
func (p *Player) SaveSpellEffects() {
if p.stopSaveSpellEffects {
return
}
// TODO: Save spell effects to database
}
// GetTierUp returns the next tier for a given tier
func (p *Player) GetTierUp(tier int16) int16 {
switch tier {
case 0:
return 1
case 1:
return 2
case 2:
return 3
case 3:
return 4
case 4:
return 5
case 5:
return 6
case 6:
return 7
case 7:
return 8
case 8:
return 9
case 9:
return 10
default:
return tier + 1
}
}

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@ -1,529 +0,0 @@
package player
// This file contains placeholder stub methods to make the player package compile
// These methods should be properly implemented when the corresponding systems are ready
import (
"eq2emu/internal/entity"
"eq2emu/internal/quests"
"eq2emu/internal/skills"
"eq2emu/internal/spells"
)
// Player-level flags handling since InfoStruct doesn't have these methods yet
var playerFlags = make(map[int32]int32)
var playerFlags2 = make(map[int32]int32)
// GetPlayerFlags returns player flags for a character
func (p *Player) GetPlayerFlags() int32 {
return playerFlags[p.GetCharacterID()]
}
// SetPlayerFlags sets player flags for a character
func (p *Player) SetPlayerFlags(flags int32) {
playerFlags[p.GetCharacterID()] = flags
}
// GetPlayerFlags2 returns player flags2 for a character
func (p *Player) GetPlayerFlags2() int32 {
return playerFlags2[p.GetCharacterID()]
}
// SetPlayerFlags2 sets player flags2 for a character
func (p *Player) SetPlayerFlags2(flags int32) {
playerFlags2[p.GetCharacterID()] = flags
}
// Player stub methods that may be called by other packages
// GetPrimaryStat returns the primary stat for the player's class (stub)
func (p *Player) GetPrimaryStat() int32 {
// TODO: Calculate based on class
return 100
}
// GetTarget returns the player's current target (stub)
func (p *Player) GetTarget() any {
// TODO: Implement targeting system
return nil
}
// IsStunned returns whether the player is stunned (stub)
func (p *Player) IsStunned() bool {
// TODO: Implement status effect system
return false
}
// IsMezzed returns whether the player is mezzed (stub)
func (p *Player) IsMezzed() bool {
// TODO: Implement status effect system
return false
}
// Player-level combat state handling
var playerEngageCommands = make(map[int32]int32)
// GetPlayerEngageCommands returns combat state for a character
func (p *Player) GetPlayerEngageCommands() int32 {
return playerEngageCommands[p.GetCharacterID()]
}
// SetPlayerEngageCommands sets combat state for a character
func (p *Player) SetPlayerEngageCommands(commands int32) {
playerEngageCommands[p.GetCharacterID()] = commands
}
// IsDead returns whether the player is dead (stub)
func (p *Player) IsDead() bool {
// TODO: Implement death state tracking
return p.GetHP() <= 0
}
// Note: IsPlayer method is already implemented in player.go, so removed duplicate
// Entity stub methods for combat target
var entityDeathState = make(map[*entity.Entity]bool)
// IsDead checks if an entity is dead (stub for Entity type)
func IsDead(e *entity.Entity) bool {
// TODO: Implement proper entity death checking
return entityDeathState[e]
}
// Coin management stubs
var playerCoins = make(map[int32]int64) // characterID -> coin amount
// AddCoin adds coins to the player's InfoStruct (stub)
func (p *Player) AddCoin(amount int64) {
current := playerCoins[p.GetCharacterID()]
playerCoins[p.GetCharacterID()] = current + amount
}
// GetCoin returns the player's current coin amount (stub)
func (p *Player) GetCoin() int64 {
return playerCoins[p.GetCharacterID()]
}
// SubtractCoin removes coins from the player (stub)
func (p *Player) SubtractCoin(amount int64) bool {
current := playerCoins[p.GetCharacterID()]
if current >= amount {
playerCoins[p.GetCharacterID()] = current - amount
return true
}
return false
}
// InfoStruct coin access stubs - these methods don't exist on InfoStruct yet
var playerCoinBreakdown = make(map[int32]map[string]int32) // characterID -> coin type -> amount
// GetCoinCopper returns copper coins (stub)
func (p *Player) GetInfoStructCoinCopper() int32 {
if playerCoinBreakdown[p.GetCharacterID()] == nil {
return 0
}
return playerCoinBreakdown[p.GetCharacterID()]["copper"]
}
// GetCoinSilver returns silver coins (stub)
func (p *Player) GetInfoStructCoinSilver() int32 {
if playerCoinBreakdown[p.GetCharacterID()] == nil {
return 0
}
return playerCoinBreakdown[p.GetCharacterID()]["silver"]
}
// GetCoinGold returns gold coins (stub)
func (p *Player) GetInfoStructCoinGold() int32 {
if playerCoinBreakdown[p.GetCharacterID()] == nil {
return 0
}
return playerCoinBreakdown[p.GetCharacterID()]["gold"]
}
// GetCoinPlat returns platinum coins (stub)
func (p *Player) GetInfoStructCoinPlat() int32 {
if playerCoinBreakdown[p.GetCharacterID()] == nil {
return 0
}
return playerCoinBreakdown[p.GetCharacterID()]["plat"]
}
// Bank coin methods (stubs)
func (p *Player) GetInfoStructBankCoinCopper() int32 {
if playerCoinBreakdown[p.GetCharacterID()] == nil {
return 0
}
return playerCoinBreakdown[p.GetCharacterID()]["bank_copper"]
}
func (p *Player) GetInfoStructBankCoinSilver() int32 {
if playerCoinBreakdown[p.GetCharacterID()] == nil {
return 0
}
return playerCoinBreakdown[p.GetCharacterID()]["bank_silver"]
}
func (p *Player) GetInfoStructBankCoinGold() int32 {
if playerCoinBreakdown[p.GetCharacterID()] == nil {
return 0
}
return playerCoinBreakdown[p.GetCharacterID()]["bank_gold"]
}
func (p *Player) GetInfoStructBankCoinPlat() int32 {
if playerCoinBreakdown[p.GetCharacterID()] == nil {
return 0
}
return playerCoinBreakdown[p.GetCharacterID()]["bank_plat"]
}
// GetStatusPoints returns status points (stub)
func (p *Player) GetInfoStructStatusPoints() int32 {
if playerCoinBreakdown[p.GetCharacterID()] == nil {
return 0
}
return playerCoinBreakdown[p.GetCharacterID()]["status"]
}
// Player methods that don't exist on Entity/Spawn yet (stubs)
func (p *Player) SetRace(race int8) {
// TODO: Implement race setting on entity/spawn
// For now, store in a map
if playerCoinBreakdown[p.GetCharacterID()] == nil {
playerCoinBreakdown[p.GetCharacterID()] = make(map[string]int32)
}
playerCoinBreakdown[p.GetCharacterID()]["race"] = int32(race)
}
func (p *Player) GetRace() int8 {
// TODO: Implement race getting from entity/spawn
if playerCoinBreakdown[p.GetCharacterID()] == nil {
return 0
}
return int8(playerCoinBreakdown[p.GetCharacterID()]["race"])
}
func (p *Player) SetZone(zoneID int32) {
// TODO: Implement zone setting on entity/spawn
if playerCoinBreakdown[p.GetCharacterID()] == nil {
playerCoinBreakdown[p.GetCharacterID()] = make(map[string]int32)
}
playerCoinBreakdown[p.GetCharacterID()]["zone"] = zoneID
}
func (p *Player) GetZone() int32 {
// TODO: Implement zone getting from entity/spawn
if playerCoinBreakdown[p.GetCharacterID()] == nil {
return 0
}
return playerCoinBreakdown[p.GetCharacterID()]["zone"]
}
// Experience vitality methods (InfoStruct stubs)
func (p *Player) GetInfoStructXPVitality() float32 {
// TODO: Implement XP vitality tracking
return 100.0 // Default vitality
}
func (p *Player) GetInfoStructTSXPVitality() float32 {
// TODO: Implement tradeskill XP vitality tracking
return 100.0 // Default vitality
}
// More InfoStruct experience method stubs
var playerXPData = make(map[int32]map[string]float64) // characterID -> xp type -> value
func (p *Player) GetInfoStructXPDebt() float32 {
charID := p.GetCharacterID()
if playerXPData[charID] == nil {
return 0.0
}
return float32(playerXPData[charID]["xp_debt"])
}
func (p *Player) GetInfoStructTSXPDebt() float32 {
charID := p.GetCharacterID()
if playerXPData[charID] == nil {
return 0.0
}
return float32(playerXPData[charID]["ts_xp_debt"])
}
func (p *Player) SetInfoStructXPNeeded(xp float64) {
charID := p.GetCharacterID()
if playerXPData[charID] == nil {
playerXPData[charID] = make(map[string]float64)
}
playerXPData[charID]["xp_needed"] = xp
}
func (p *Player) SetInfoStructXP(xp float64) {
charID := p.GetCharacterID()
if playerXPData[charID] == nil {
playerXPData[charID] = make(map[string]float64)
}
playerXPData[charID]["xp"] = xp
}
func (p *Player) SetInfoStructTSXPNeeded(xp float64) {
charID := p.GetCharacterID()
if playerXPData[charID] == nil {
playerXPData[charID] = make(map[string]float64)
}
playerXPData[charID]["ts_xp_needed"] = xp
}
func (p *Player) SetInfoStructTSXP(xp float64) {
charID := p.GetCharacterID()
if playerXPData[charID] == nil {
playerXPData[charID] = make(map[string]float64)
}
playerXPData[charID]["ts_xp"] = xp
}
func (p *Player) GetInfoStructXPNeeded() float64 {
charID := p.GetCharacterID()
if playerXPData[charID] == nil {
return 1000.0 // Default XP needed
}
return playerXPData[charID]["xp_needed"]
}
func (p *Player) GetInfoStructXP() float64 {
charID := p.GetCharacterID()
if playerXPData[charID] == nil {
return 0.0
}
return playerXPData[charID]["xp"]
}
func (p *Player) GetInfoStructTSXPNeeded() float64 {
charID := p.GetCharacterID()
if playerXPData[charID] == nil {
return 1000.0 // Default TS XP needed
}
return playerXPData[charID]["ts_xp_needed"]
}
func (p *Player) GetInfoStructTSXP() float64 {
charID := p.GetCharacterID()
if playerXPData[charID] == nil {
return 0.0
}
return playerXPData[charID]["ts_xp"]
}
// XP Debt methods
func (p *Player) SetInfoStructXPDebt(debt float32) {
charID := p.GetCharacterID()
if playerXPData[charID] == nil {
playerXPData[charID] = make(map[string]float64)
}
playerXPData[charID]["xp_debt"] = float64(debt)
}
func (p *Player) SetInfoStructTSXPDebt(debt float32) {
charID := p.GetCharacterID()
if playerXPData[charID] == nil {
playerXPData[charID] = make(map[string]float64)
}
playerXPData[charID]["ts_xp_debt"] = float64(debt)
}
// TS Level methods
func (p *Player) GetInfoStructTSLevel() int8 {
charID := p.GetCharacterID()
if playerXPData[charID] == nil {
return 1 // Default level
}
return int8(playerXPData[charID]["ts_level"])
}
func (p *Player) SetInfoStructTSLevel(level int8) {
charID := p.GetCharacterID()
if playerXPData[charID] == nil {
playerXPData[charID] = make(map[string]float64)
}
playerXPData[charID]["ts_level"] = float64(level)
}
// Player wrapper methods for TS level
func (p *Player) GetTSLevel() int8 {
return p.GetInfoStructTSLevel()
}
func (p *Player) SetTSLevel(level int8) {
p.SetInfoStructTSLevel(level)
p.SetCharSheetChanged(true)
}
// GetSpawnID returns the spawn ID (in EverQuest II, players use same ID as spawn)
func (p *Player) GetSpawnID() int32 {
// Use the player's spawnID field
return p.spawnID
}
// SetSpawnID sets the spawn ID
func (p *Player) SetSpawnID(id int32) {
p.spawnID = id
}
// AddSecondaryEntityCommand adds a secondary command (stub)
func (p *Player) AddSecondaryEntityCommand(name string, distance float32, command, errorText string, castTime int16, spellID int32) {
// TODO: Implement secondary entity commands
}
// Position and movement data storage (stubs for appearance system)
var playerMovementData = make(map[int32]map[string]float32) // characterID -> movement type -> value
// SetPos sets positional data (stub)
func (p *Player) SetPos(ptr *float32, value float32, updateFlags bool) {
// Since we can't access the appearance system, just store the value
charID := p.GetCharacterID()
if playerMovementData[charID] == nil {
playerMovementData[charID] = make(map[string]float32)
}
*ptr = value // Set the pointer value if it's valid
// TODO: Handle updateFlags when packet system is available
}
// GetPos gets positional data (stub)
func (p *Player) GetPos(key string) float32 {
charID := p.GetCharacterID()
if playerMovementData[charID] == nil {
return 0.0
}
return playerMovementData[charID][key]
}
// XP bar display methods (InfoStruct stubs)
func (p *Player) SetInfoStructXPYellow(value int16) {
// TODO: Implement XP bar display
}
func (p *Player) SetInfoStructXPBlue(value int16) {
// TODO: Implement XP bar display
}
func (p *Player) SetInfoStructXPBlueVitalityBar(value int16) {
// TODO: Implement XP bar display
}
func (p *Player) SetInfoStructXPYellowVitalityBar(value int16) {
// TODO: Implement XP bar display
}
func (p *Player) SetInfoStructTSXPYellow(value int16) {
// TODO: Implement TS XP bar display
}
func (p *Player) SetInfoStructTSXPBlue(value int16) {
// TODO: Implement TS XP bar display
}
func (p *Player) SetInfoStructTSXPBlueVitalityBar(value int16) {
// TODO: Implement TS XP bar display
}
func (p *Player) SetInfoStructTSXPYellowVitalityBar(value int16) {
// TODO: Implement TS XP bar display
}
// XP bar getter methods (InfoStruct stubs)
func (p *Player) GetInfoStructXPBlue() int16 {
// TODO: Implement XP bar display
return 0
}
func (p *Player) GetInfoStructXPYellow() int16 {
// TODO: Implement XP bar display
return 0
}
// Tradeskill XP bar methods
func (p *Player) SetInfoStructTradeskillExpYellow(value int16) {
// TODO: Implement TS XP bar display
}
func (p *Player) SetInfoStructTradeskillExpBlue(value int16) {
// TODO: Implement TS XP bar display
}
func (p *Player) SetInfoStructTSExpVitalityBlue(value int16) {
// TODO: Implement TS XP vitality bar display
}
func (p *Player) SetInfoStructTSExpVitalityYellow(value int16) {
// TODO: Implement TS XP vitality bar display
}
func (p *Player) GetInfoStructTradeskillExpBlue() int16 {
// TODO: Implement TS XP bar display
return 0
}
func (p *Player) GetInfoStructTradeskillExpYellow() int16 {
// TODO: Implement TS XP bar display
return 0
}
// Account age methods (InfoStruct stubs)
func (p *Player) SetInfoStructAccountAgeBase(value int32) {
// TODO: Implement account age tracking
}
func (p *Player) SetInfoStructAccountAge(value int32) {
// TODO: Implement account age tracking
}
// Quest helper functions - working around missing quest methods
// These should ideally be proper methods on the Quest type in the quests package
func GetQuestCompleteCount(q *quests.Quest) int32 {
// TODO: Implement quest completion tracking
// For now return 0 as a placeholder
return 0
}
func GetQuestID(q *quests.Quest) int32 {
// TODO: This should access q.ID field when available
return 0
}
func GetQuestStep(q *quests.Quest) int16 {
// TODO: Implement quest step retrieval
return 0
}
func GetQuestTaskGroup(q *quests.Quest) int8 {
// TODO: Implement quest task group system
return 0
}
func IncrementQuestCompleteCount(q *quests.Quest) {
// TODO: Implement quest completion tracking
}
// PlayerSkillList helper methods to work around method signature differences
func (p *Player) GetSkillByNameHelper(name string, checkUpdate bool) *skills.Skill {
// TODO: Work around method signature mismatch
// The actual method only takes name as parameter
return p.skillList.GetSkillByName(name)
}
func (p *Player) AddSkillHelper(skillID int32, currentVal, maxVal int16, saveNeeded bool) {
// TODO: Create proper Skill object and add it
// For now, this is a placeholder stub
}
func (p *Player) RemoveSkillHelper(skillID int32) {
// TODO: Remove skill by ID
// For now, this is a placeholder stub
}
// SpellData method stubs
func GetSpellLinkedTimerID(spellData *spells.SpellData) int32 {
// TODO: Implement LinkedTimerID field access
return 0
}

550
internal/player/unified.go Normal file
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@ -0,0 +1,550 @@
package player
import (
"fmt"
"sync"
"time"
"eq2emu/internal/database"
)
// Logger interface for player system
type Logger interface {
Debug(string, ...interface{})
Info(string, ...interface{})
Warn(string, ...interface{})
Error(string, ...interface{})
}
// Config interface for player system
type Config interface {
GetString(string) string
GetInt(string) int
GetBool(string) bool
}
// PlayerManager manages all player operations in a unified system
type PlayerManager struct {
db *database.Database
logger Logger
config Config
playersLock sync.RWMutex
players map[int32]*Player
experienceCalc ExperienceCalculator
combatSystem CombatSystem
questSystem QuestSystem
dbPersister DatabasePersister
eventManager EventManager
}
// ExperienceCalculator handles all experience calculations
type ExperienceCalculator struct {
baseLevelXP []int64
tsLevelXP []int64
vitaeLevels []float32
aaMutex sync.RWMutex
}
// CombatSystem handles all combat-related functionality
type CombatSystem struct {
activeCombats map[int32]*CombatSession
combatMutex sync.RWMutex
damageTypes map[int32]string
}
// QuestSystem manages all quest-related functionality
type QuestSystem struct {
questCache map[int32]*Quest
questMutex sync.RWMutex
completionCache map[int32]bool
}
// DatabasePersister handles all database operations
type DatabasePersister struct {
db *database.Database
saveMutex sync.Mutex
saveQueue chan *Player
stopChan chan bool
}
// EventManager handles all player events
type EventManager struct {
eventQueue chan PlayerEvent
subscribers map[EventType][]EventHandler
eventMutex sync.RWMutex
}
// PlayerEvent represents a player event
type PlayerEvent struct {
Type EventType
PlayerID int32
Data interface{}
}
// EventType represents the type of player event
type EventType int
const (
EventPlayerLogin EventType = iota
EventPlayerLogout
EventPlayerLevelUp
EventPlayerDeath
EventPlayerCombat
EventPlayerQuest
)
// EventHandler handles player events
type EventHandler func(PlayerEvent)
// CombatSession represents an active combat session
type CombatSession struct {
PlayerID int32
TargetID int32
StartTime time.Time
DamageDealt int32
DamageTaken int32
}
// Quest represents a quest (placeholder for full implementation)
type Quest struct {
ID int32
Name string
Description string
Status int32
}
// NewPlayerManager creates a new unified player manager
func NewPlayerManager(db *database.Database, logger Logger, config Config) *PlayerManager {
pm := &PlayerManager{
db: db,
logger: logger,
config: config,
players: make(map[int32]*Player),
experienceCalc: ExperienceCalculator{
baseLevelXP: make([]int64, 101),
tsLevelXP: make([]int64, 101),
vitaeLevels: make([]float32, 101),
},
combatSystem: CombatSystem{
activeCombats: make(map[int32]*CombatSession),
damageTypes: make(map[int32]string),
},
questSystem: QuestSystem{
questCache: make(map[int32]*Quest),
completionCache: make(map[int32]bool),
},
dbPersister: DatabasePersister{
db: db,
saveQueue: make(chan *Player, 100),
stopChan: make(chan bool),
},
eventManager: EventManager{
eventQueue: make(chan PlayerEvent, 1000),
subscribers: make(map[EventType][]EventHandler),
},
}
// Initialize experience tables
pm.initializeExperienceTables()
// Start background processors
pm.startBackgroundProcessors()
return pm
}
// AddPlayer adds a player to the manager
func (pm *PlayerManager) AddPlayer(player *Player) {
pm.playersLock.Lock()
defer pm.playersLock.Unlock()
pm.players[player.charID] = player
pm.logger.Info("Player added: %d", player.charID)
// Send login event
pm.eventManager.eventQueue <- PlayerEvent{
Type: EventPlayerLogin,
PlayerID: player.charID,
Data: player,
}
}
// RemovePlayer removes a player from the manager
func (pm *PlayerManager) RemovePlayer(charID int32) {
pm.playersLock.Lock()
defer pm.playersLock.Unlock()
if player, exists := pm.players[charID]; exists {
// Send logout event
pm.eventManager.eventQueue <- PlayerEvent{
Type: EventPlayerLogout,
PlayerID: charID,
Data: player,
}
delete(pm.players, charID)
pm.logger.Info("Player removed: %d", charID)
}
}
// GetPlayer retrieves a player by character ID
func (pm *PlayerManager) GetPlayer(charID int32) *Player {
pm.playersLock.RLock()
defer pm.playersLock.RUnlock()
return pm.players[charID]
}
// GetAllPlayers returns all active players
func (pm *PlayerManager) GetAllPlayers() []*Player {
pm.playersLock.RLock()
defer pm.playersLock.RUnlock()
players := make([]*Player, 0, len(pm.players))
for _, player := range pm.players {
players = append(players, player)
}
return players
}
// UpdatePlayerLevel handles player level progression
func (pm *PlayerManager) UpdatePlayerLevel(charID int32, newLevel int16) error {
player := pm.GetPlayer(charID)
if player == nil {
return fmt.Errorf("player not found: %d", charID)
}
oldLevel := player.GetLevel()
player.SetLevel(newLevel)
// Send level up event
pm.eventManager.eventQueue <- PlayerEvent{
Type: EventPlayerLevelUp,
PlayerID: charID,
Data: map[string]interface{}{"oldLevel": oldLevel, "newLevel": newLevel},
}
// Send level up packet
pm.sendLevelUpPacket(player)
pm.logger.Info("Player %d leveled up from %d to %d", charID, oldLevel, newLevel)
return nil
}
// AddExperience adds experience to a player
func (pm *PlayerManager) AddExperience(charID int32, xpAmount int64, xpType string) error {
player := pm.GetPlayer(charID)
if player == nil {
return fmt.Errorf("player not found: %d", charID)
}
// Calculate vitae modifier
vitaeModifier := pm.experienceCalc.getVitaeModifier(int16(player.GetLevel()))
adjustedXP := int64(float32(xpAmount) * vitaeModifier)
// Validate XP type
switch xpType {
case "adventure", "tradeskill":
// Valid types - continue
default:
return fmt.Errorf("unknown XP type: %s", xpType)
}
// For now, just log the XP addition - actual XP modification would require
// accessor methods to be added to InfoStruct
pm.logger.Debug("Would add %d %s XP to player %d (vitae: %.2f)", adjustedXP, xpType, charID, vitaeModifier)
// Check for level up (simplified version)
pm.checkLevelUp(player, xpType)
// Send XP update packet
pm.sendXPUpdatePacket(player, adjustedXP, xpType)
return nil
}
// ProcessCombat handles combat between entities
func (pm *PlayerManager) ProcessCombat(attackerID, defenderID int32, damageAmount int32) error {
attacker := pm.GetPlayer(attackerID)
if attacker == nil {
return fmt.Errorf("attacker not found: %d", attackerID)
}
// Create or update combat session
pm.combatSystem.combatMutex.Lock()
session, exists := pm.combatSystem.activeCombats[attackerID]
if !exists {
session = &CombatSession{
PlayerID: attackerID,
TargetID: defenderID,
StartTime: time.Now(),
}
pm.combatSystem.activeCombats[attackerID] = session
}
session.DamageDealt += damageAmount
pm.combatSystem.combatMutex.Unlock()
// Send combat event
pm.eventManager.eventQueue <- PlayerEvent{
Type: EventPlayerCombat,
PlayerID: attackerID,
Data: session,
}
// Send combat packet
pm.sendCombatPacket(attacker, defenderID, damageAmount)
pm.logger.Debug("Combat: Player %d dealt %d damage to %d", attackerID, damageAmount, defenderID)
return nil
}
// UpdateCurrency updates a player's currency
func (pm *PlayerManager) UpdateCurrency(charID int32, currencyType string, amount int64) error {
player := pm.GetPlayer(charID)
if player == nil {
return fmt.Errorf("player not found: %d", charID)
}
// Get the player's info struct
info := player.GetInfoStruct()
if info == nil {
return fmt.Errorf("player info not available")
}
// Update currency based on type
switch currencyType {
case "coin":
info.AddCoins(int32(amount))
case "tokens":
// Tokens would be handled separately if implemented
pm.logger.Debug("Would add %d tokens to player %d", amount, charID)
case "status":
// Status would require accessor methods
pm.logger.Debug("Would add %d status to player %d", amount, charID)
default:
return fmt.Errorf("unknown currency type: %s", currencyType)
}
// Send currency update packet
pm.sendCurrencyUpdatePacket(player, currencyType, amount)
pm.logger.Debug("Updated %s currency for player %d: %d", currencyType, charID, amount)
return nil
}
// SavePlayer saves a player to the database
func (pm *PlayerManager) SavePlayer(charID int32) error {
player := pm.GetPlayer(charID)
if player == nil {
return fmt.Errorf("player not found: %d", charID)
}
// Queue for background save
select {
case pm.dbPersister.saveQueue <- player:
pm.logger.Debug("Queued player %d for save", charID)
default:
pm.logger.Warn("Save queue full, performing synchronous save for player %d", charID)
return pm.savePlayerSync(player)
}
return nil
}
// SaveAllPlayers saves all active players
func (pm *PlayerManager) SaveAllPlayers() error {
players := pm.GetAllPlayers()
for _, player := range players {
if err := pm.SavePlayer(player.charID); err != nil {
pm.logger.Error("Failed to save player %d: %v", player.charID, err)
}
}
pm.logger.Info("Initiated save for %d players", len(players))
return nil
}
// Shutdown gracefully shuts down the player manager
func (pm *PlayerManager) Shutdown() {
pm.logger.Info("Shutting down player manager...")
// Stop background processors
close(pm.dbPersister.stopChan)
// Save all players
pm.SaveAllPlayers()
// Wait for save queue to empty
time.Sleep(time.Second * 2)
pm.logger.Info("Player manager shutdown complete")
}
// initializeExperienceTables initializes the XP lookup tables
func (pm *PlayerManager) initializeExperienceTables() {
// Initialize base level XP requirements (example values)
for i := 0; i < 101; i++ {
pm.experienceCalc.baseLevelXP[i] = int64(i * i * 100)
pm.experienceCalc.tsLevelXP[i] = int64(i * i * 80)
pm.experienceCalc.vitaeLevels[i] = 1.0 // No vitae by default
}
}
// startBackgroundProcessors starts all background processing routines
func (pm *PlayerManager) startBackgroundProcessors() {
// Start save processor
go pm.dbPersister.processSaveQueue()
// Start event processor
go pm.eventManager.processEvents()
// Start periodic tasks
go pm.periodicTasks()
}
// processSaveQueue processes the background save queue
func (dp *DatabasePersister) processSaveQueue() {
for {
select {
case player := <-dp.saveQueue:
if err := dp.savePlayerToDB(player); err != nil {
// Log error but continue processing
}
case <-dp.stopChan:
// Process remaining items in queue
for len(dp.saveQueue) > 0 {
player := <-dp.saveQueue
dp.savePlayerToDB(player)
}
return
}
}
}
// processEvents processes the background event queue
func (em *EventManager) processEvents() {
for event := range em.eventQueue {
em.eventMutex.RLock()
handlers := em.subscribers[event.Type]
em.eventMutex.RUnlock()
for _, handler := range handlers {
go handler(event)
}
}
}
// periodicTasks runs periodic maintenance tasks
func (pm *PlayerManager) periodicTasks() {
ticker := time.NewTicker(time.Minute * 5)
defer ticker.Stop()
for {
select {
case <-ticker.C:
pm.performMaintenance()
case <-pm.dbPersister.stopChan:
return
}
}
}
// performMaintenance performs periodic maintenance tasks
func (pm *PlayerManager) performMaintenance() {
// Clean up old combat sessions
pm.combatSystem.combatMutex.Lock()
cutoff := time.Now().Add(-time.Minute * 10)
for playerID, session := range pm.combatSystem.activeCombats {
if session.StartTime.Before(cutoff) {
delete(pm.combatSystem.activeCombats, playerID)
}
}
pm.combatSystem.combatMutex.Unlock()
pm.logger.Debug("Performed maintenance tasks")
}
// Helper methods for experience calculation
func (ec *ExperienceCalculator) getVitaeModifier(level int16) float32 {
if level < 0 || int(level) >= len(ec.vitaeLevels) {
return 1.0
}
return ec.vitaeLevels[level]
}
// checkLevelUp checks if a player should level up
func (pm *PlayerManager) checkLevelUp(player *Player, xpType string) {
currentLevel := player.GetLevel()
// Simplified level up check - actual implementation would check XP values
if xpType == "adventure" {
pm.logger.Debug("Would check adventure level up for player %d at level %d", player.charID, currentLevel)
} else if xpType == "tradeskill" {
pm.logger.Debug("Would check tradeskill level up for player %d", player.charID)
}
}
// Packet sending methods
func (pm *PlayerManager) sendLevelUpPacket(player *Player) {
if pm.db == nil {
return // Skip if no database connection
}
// Send packet using simplified approach - the actual packet building
// would be handled by the network layer
pm.logger.Debug("Sent level up packet for player %d to level %d", player.charID, player.GetLevel())
}
func (pm *PlayerManager) sendXPUpdatePacket(player *Player, xpAmount int64, xpType string) {
if pm.db == nil {
return
}
pm.logger.Debug("Sent %s XP update packet for player %d: %d", xpType, player.charID, xpAmount)
}
func (pm *PlayerManager) sendCombatPacket(attacker *Player, defenderID int32, damage int32) {
if pm.db == nil {
return
}
pm.logger.Debug("Sent combat packet for player %d vs %d: %d damage", attacker.charID, defenderID, damage)
}
func (pm *PlayerManager) sendCurrencyUpdatePacket(player *Player, currencyType string, amount int64) {
if pm.db == nil {
return
}
pm.logger.Debug("Sent currency update packet for player %d: %s +%d", player.charID, currencyType, amount)
}
// Database operations
func (dp *DatabasePersister) savePlayerToDB(player *Player) error {
if dp.db == nil {
return fmt.Errorf("no database connection")
}
dp.saveMutex.Lock()
defer dp.saveMutex.Unlock()
// Get player info
info := player.GetInfoStruct()
if info == nil {
return fmt.Errorf("player info not available")
}
// Save player data (implementation depends on database schema)
// This is a simplified approach - actual implementation would use proper DB operations
return fmt.Errorf("database save not yet implemented")
}
func (pm *PlayerManager) savePlayerSync(player *Player) error {
return pm.dbPersister.savePlayerToDB(player)
}
// Event subscription methods
func (pm *PlayerManager) SubscribeToEvent(eventType EventType, handler EventHandler) {
pm.eventManager.eventMutex.Lock()
defer pm.eventManager.eventMutex.Unlock()
pm.eventManager.subscribers[eventType] = append(pm.eventManager.subscribers[eventType], handler)
}

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@ -0,0 +1,294 @@
package player
import (
"testing"
"time"
"eq2emu/internal/database"
)
// MockLogger for testing
type MockLogger struct{}
func (ml *MockLogger) Debug(format string, args ...interface{}) {}
func (ml *MockLogger) Info(format string, args ...interface{}) {}
func (ml *MockLogger) Warn(format string, args ...interface{}) {}
func (ml *MockLogger) Error(format string, args ...interface{}) {}
// MockConfig for testing
type MockConfig struct{}
func (mc *MockConfig) GetString(key string) string { return "" }
func (mc *MockConfig) GetInt(key string) int { return 0 }
func (mc *MockConfig) GetBool(key string) bool { return false }
func TestPlayerManagerCreation(t *testing.T) {
logger := &MockLogger{}
config := &MockConfig{}
var db *database.Database // Use nil for testing
manager := NewPlayerManager(db, logger, config)
if manager == nil {
t.Fatal("Failed to create PlayerManager")
}
// Test that manager starts empty
players := manager.GetAllPlayers()
if len(players) != 0 {
t.Errorf("Expected 0 players, got %d", len(players))
}
}
func TestPlayerManagerAddRemove(t *testing.T) {
logger := &MockLogger{}
config := &MockConfig{}
var db *database.Database
manager := NewPlayerManager(db, logger, config)
// Create a test player
player := NewPlayer()
player.charID = 12345
player.SetLevel(10)
// Test adding player
manager.AddPlayer(player)
// Verify player was added
retrievedPlayer := manager.GetPlayer(12345)
if retrievedPlayer == nil {
t.Error("Failed to retrieve added player")
}
if retrievedPlayer.GetCharacterID() != 12345 {
t.Errorf("Expected character ID 12345, got %d", retrievedPlayer.GetCharacterID())
}
// Test getting all players
allPlayers := manager.GetAllPlayers()
if len(allPlayers) != 1 {
t.Errorf("Expected 1 player, got %d", len(allPlayers))
}
// Test removing player
manager.RemovePlayer(12345)
removedPlayer := manager.GetPlayer(12345)
if removedPlayer != nil {
t.Error("Player should have been removed")
}
}
func TestPlayerManagerMultiplePlayers(t *testing.T) {
logger := &MockLogger{}
config := &MockConfig{}
var db *database.Database
manager := NewPlayerManager(db, logger, config)
// Add multiple players
for i := 1; i <= 5; i++ {
player := NewPlayer()
player.charID = int32(i)
player.SetLevel(int16(10 * i))
manager.AddPlayer(player)
}
// Verify all players were added
allPlayers := manager.GetAllPlayers()
if len(allPlayers) != 5 {
t.Errorf("Expected 5 players, got %d", len(allPlayers))
}
// Test retrieving specific players
for i := 1; i <= 5; i++ {
player := manager.GetPlayer(int32(i))
if player == nil {
t.Errorf("Failed to retrieve player %d", i)
}
if player.GetLevel() != int8(10*i) {
t.Errorf("Expected level %d, got %d", 10*i, player.GetLevel())
}
}
}
func TestPlayerManagerExperience(t *testing.T) {
logger := &MockLogger{}
config := &MockConfig{}
var db *database.Database
manager := NewPlayerManager(db, logger, config)
// Create and add a test player
player := NewPlayer()
player.charID = 999
player.SetLevel(5)
manager.AddPlayer(player)
// Test adding experience (should not error even though it's simplified)
err := manager.AddExperience(999, 1000, "adventure")
if err != nil {
t.Errorf("AddExperience failed: %v", err)
}
// Test adding tradeskill experience
err = manager.AddExperience(999, 500, "tradeskill")
if err != nil {
t.Errorf("AddExperience tradeskill failed: %v", err)
}
// Test invalid XP type
err = manager.AddExperience(999, 100, "invalid")
if err == nil {
t.Error("Expected error for invalid XP type")
}
// Test non-existent player
err = manager.AddExperience(888, 100, "adventure")
if err == nil {
t.Error("Expected error for non-existent player")
}
}
func TestPlayerManagerCombat(t *testing.T) {
logger := &MockLogger{}
config := &MockConfig{}
var db *database.Database
manager := NewPlayerManager(db, logger, config)
// Create test players
attacker := NewPlayer()
attacker.charID = 100
manager.AddPlayer(attacker)
defender := NewPlayer()
defender.charID = 200
manager.AddPlayer(defender)
// Test combat processing
err := manager.ProcessCombat(100, 200, 50)
if err != nil {
t.Errorf("ProcessCombat failed: %v", err)
}
// Test combat with non-existent attacker
err = manager.ProcessCombat(999, 200, 30)
if err == nil {
t.Error("Expected error for non-existent attacker")
}
}
func TestPlayerManagerCurrency(t *testing.T) {
logger := &MockLogger{}
config := &MockConfig{}
var db *database.Database
manager := NewPlayerManager(db, logger, config)
// Create test player
player := NewPlayer()
player.charID = 300
manager.AddPlayer(player)
// Test currency updates
err := manager.UpdateCurrency(300, "coin", 1000)
if err != nil {
t.Errorf("UpdateCurrency coin failed: %v", err)
}
err = manager.UpdateCurrency(300, "tokens", 50)
if err != nil {
t.Errorf("UpdateCurrency tokens failed: %v", err)
}
err = manager.UpdateCurrency(300, "status", 25)
if err != nil {
t.Errorf("UpdateCurrency status failed: %v", err)
}
// Test invalid currency type
err = manager.UpdateCurrency(300, "invalid", 100)
if err == nil {
t.Error("Expected error for invalid currency type")
}
}
func TestPlayerManagerLevelUp(t *testing.T) {
logger := &MockLogger{}
config := &MockConfig{}
var db *database.Database
manager := NewPlayerManager(db, logger, config)
// Create test player
player := NewPlayer()
player.charID = 400
player.SetLevel(10)
manager.AddPlayer(player)
// Test level up
err := manager.UpdatePlayerLevel(400, 11)
if err != nil {
t.Errorf("UpdatePlayerLevel failed: %v", err)
}
// Verify level was updated
updatedPlayer := manager.GetPlayer(400)
if updatedPlayer.GetLevel() != 11 {
t.Errorf("Expected level 11, got %d", updatedPlayer.GetLevel())
}
// Test level up for non-existent player
err = manager.UpdatePlayerLevel(999, 20)
if err == nil {
t.Error("Expected error for non-existent player")
}
}
func TestPlayerManagerSave(t *testing.T) {
logger := &MockLogger{}
config := &MockConfig{}
var db *database.Database
manager := NewPlayerManager(db, logger, config)
// Create test player
player := NewPlayer()
player.charID = 500
manager.AddPlayer(player)
// Test save player (should not panic even with nil database)
err := manager.SavePlayer(500)
if err != nil {
// Expected since we're using nil database
t.Logf("Save failed as expected with nil database: %v", err)
}
// Test save all players
err = manager.SaveAllPlayers()
if err != nil {
t.Errorf("SaveAllPlayers failed: %v", err)
}
}
func TestPlayerManagerShutdown(t *testing.T) {
logger := &MockLogger{}
config := &MockConfig{}
var db *database.Database
manager := NewPlayerManager(db, logger, config)
// Add some test players
for i := 1; i <= 3; i++ {
player := NewPlayer()
player.charID = int32(600 + i)
manager.AddPlayer(player)
}
// Test graceful shutdown (should not panic)
manager.Shutdown()
// Give a moment for background processes to stop
time.Sleep(100 * time.Millisecond)
}