simplify spell, remove lua integration from spells
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@ -24,6 +24,10 @@ This document outlines how we successfully simplified the EverQuest II housing p
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- NPC/Race Types
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- NPC/Race Types
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- Object
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- Object
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- Player
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- Player
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- Quests
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- Races
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- Recipes
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## Before: Complex Architecture (8 Files, ~2000+ Lines)
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## Before: Complex Architecture (8 Files, ~2000+ Lines)
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@ -96,6 +96,53 @@ const (
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OP_ItemExamineMsg
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OP_ItemExamineMsg
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OP_ItemUpdateMsg
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OP_ItemUpdateMsg
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// Recipe and crafting system
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OP_UpdateRecipeBookMsg
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OP_RequestRecipeDetailsMsg
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OP_RecipeDetailsMsg
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OP_ShowCreateFromRecipeUIMsg
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OP_CancelCreateFromRecipeMsg
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OP_ShowRecipeBookMsg
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OP_RecipeList
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OP_RecipeBook
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OP_RecipeListUnknown
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// Skills system
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OP_UpdateSkillBookMsg
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OP_UpdateSkillsMsg
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OP_PopulateSkillMapsMsg
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OP_SkillInfoRequest
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OP_SkillInfoResponse
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OP_TradeskillList
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// Sign and widget system
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OP_EqCreateSignWidgetCmd
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OP_EqUpdateSignWidgetCmd
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OP_SignalMsg
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// Spawn and object system
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OP_TintWidgetsMsg
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OP_MoveableObjectPlacementCriteri
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OP_EnterMoveObjectModeMsg
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OP_PositionMoveableObject
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OP_CancelMoveObjectModeMsg
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// Spell system
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OP_RemoveSpellEffectMsg
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OP_DispatchSpellCmdMsg
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OP_SpellGainedMsg
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OP_CancelSpellCast
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OP_AfterInvSpellUpdate
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OP_EqHearSpellCastCmd
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OP_EqHearSpellInterruptCmd
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OP_EqHearSpellFizzleCmd
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OP_EqHearSpellNoLandCmd
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OP_EqHearChainEffectCmd
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OP_EqDisplaySpellFailCmd
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OP_EqSpellCastStartCmd
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OP_EqSpellCastEndCmd
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OP_EqSpellMoveToRangeAndRetryCmd
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// EverQuest specific commands - Core
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// EverQuest specific commands - Core
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OP_EqHearChatCmd
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OP_EqHearChatCmd
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OP_EqDisplayTextCmd
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OP_EqDisplayTextCmd
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@ -165,6 +212,19 @@ const (
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OP_ModifyGuildMsg
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OP_ModifyGuildMsg
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OP_RequestGuildInfoMsg
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OP_RequestGuildInfoMsg
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// Quest system opcodes
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OP_QuestJournalOpenMsg
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OP_QuestJournalInspectMsg
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OP_QuestJournalSetVisibleMsg
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OP_QuestJournalWaypointMsg
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OP_QuestReward
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OP_OfferQuestMsg
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OP_EqQuestJournalUpdateCmd
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OP_EqQuestJournalReplyCmd
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OP_EqQuestGroupCmd
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OP_JournalQuestStoryline
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OP_QuestionnaireMsg
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// Heroic Opportunity system opcodes
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// Heroic Opportunity system opcodes
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OP_HeroicOpportunityMsg
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OP_HeroicOpportunityMsg
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OP_HeroicOpportunityStartMsg
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OP_HeroicOpportunityStartMsg
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@ -235,6 +295,53 @@ var OpcodeNames = map[InternalOpcode]string{
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OP_ItemDropMsg: "OP_ItemDropMsg",
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OP_ItemDropMsg: "OP_ItemDropMsg",
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OP_ItemExamineMsg: "OP_ItemExamineMsg",
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OP_ItemExamineMsg: "OP_ItemExamineMsg",
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OP_ItemUpdateMsg: "OP_ItemUpdateMsg",
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OP_ItemUpdateMsg: "OP_ItemUpdateMsg",
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// Recipe and crafting system opcodes
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OP_UpdateRecipeBookMsg: "OP_UpdateRecipeBookMsg",
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OP_RequestRecipeDetailsMsg: "OP_RequestRecipeDetailsMsg",
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OP_RecipeDetailsMsg: "OP_RecipeDetailsMsg",
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OP_ShowCreateFromRecipeUIMsg: "OP_ShowCreateFromRecipeUIMsg",
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OP_CancelCreateFromRecipeMsg: "OP_CancelCreateFromRecipeMsg",
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OP_ShowRecipeBookMsg: "OP_ShowRecipeBookMsg",
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OP_RecipeList: "OP_RecipeList",
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OP_RecipeBook: "OP_RecipeBook",
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OP_RecipeListUnknown: "OP_RecipeListUnknown",
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// Skills system opcodes
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OP_UpdateSkillBookMsg: "OP_UpdateSkillBookMsg",
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OP_UpdateSkillsMsg: "OP_UpdateSkillsMsg",
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OP_PopulateSkillMapsMsg: "OP_PopulateSkillMapsMsg",
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OP_SkillInfoRequest: "OP_SkillInfoRequest",
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OP_SkillInfoResponse: "OP_SkillInfoResponse",
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OP_TradeskillList: "OP_TradeskillList",
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// Sign and widget system opcodes
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OP_EqCreateSignWidgetCmd: "OP_EqCreateSignWidgetCmd",
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OP_EqUpdateSignWidgetCmd: "OP_EqUpdateSignWidgetCmd",
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OP_SignalMsg: "OP_SignalMsg",
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// Spawn and object system opcodes
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OP_TintWidgetsMsg: "OP_TintWidgetsMsg",
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OP_MoveableObjectPlacementCriteri: "OP_MoveableObjectPlacementCriteri",
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OP_EnterMoveObjectModeMsg: "OP_EnterMoveObjectModeMsg",
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OP_PositionMoveableObject: "OP_PositionMoveableObject",
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OP_CancelMoveObjectModeMsg: "OP_CancelMoveObjectModeMsg",
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// Spell system opcodes
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OP_RemoveSpellEffectMsg: "OP_RemoveSpellEffectMsg",
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OP_DispatchSpellCmdMsg: "OP_DispatchSpellCmdMsg",
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OP_SpellGainedMsg: "OP_SpellGainedMsg",
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OP_CancelSpellCast: "OP_CancelSpellCast",
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OP_AfterInvSpellUpdate: "OP_AfterInvSpellUpdate",
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OP_EqHearSpellCastCmd: "OP_EqHearSpellCastCmd",
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OP_EqHearSpellInterruptCmd: "OP_EqHearSpellInterruptCmd",
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OP_EqHearSpellFizzleCmd: "OP_EqHearSpellFizzleCmd",
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OP_EqHearSpellNoLandCmd: "OP_EqHearSpellNoLandCmd",
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OP_EqHearChainEffectCmd: "OP_EqHearChainEffectCmd",
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OP_EqDisplaySpellFailCmd: "OP_EqDisplaySpellFailCmd",
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OP_EqSpellCastStartCmd: "OP_EqSpellCastStartCmd",
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OP_EqSpellCastEndCmd: "OP_EqSpellCastEndCmd",
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OP_EqSpellMoveToRangeAndRetryCmd: "OP_EqSpellMoveToRangeAndRetryCmd",
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OP_EqHearChatCmd: "OP_EqHearChatCmd",
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OP_EqHearChatCmd: "OP_EqHearChatCmd",
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OP_EqDisplayTextCmd: "OP_EqDisplayTextCmd",
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OP_EqDisplayTextCmd: "OP_EqDisplayTextCmd",
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OP_EqCreateGhostCmd: "OP_EqCreateGhostCmd",
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OP_EqCreateGhostCmd: "OP_EqCreateGhostCmd",
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@ -297,6 +404,19 @@ var OpcodeNames = map[InternalOpcode]string{
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OP_ModifyGuildMsg: "OP_ModifyGuildMsg",
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OP_ModifyGuildMsg: "OP_ModifyGuildMsg",
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OP_RequestGuildInfoMsg: "OP_RequestGuildInfoMsg",
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OP_RequestGuildInfoMsg: "OP_RequestGuildInfoMsg",
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// Quest system opcodes
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OP_QuestJournalOpenMsg: "OP_QuestJournalOpenMsg",
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OP_QuestJournalInspectMsg: "OP_QuestJournalInspectMsg",
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OP_QuestJournalSetVisibleMsg: "OP_QuestJournalSetVisibleMsg",
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OP_QuestJournalWaypointMsg: "OP_QuestJournalWaypointMsg",
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OP_QuestReward: "OP_QuestReward",
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OP_OfferQuestMsg: "OP_OfferQuestMsg",
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OP_EqQuestJournalUpdateCmd: "OP_EqQuestJournalUpdateCmd",
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OP_EqQuestJournalReplyCmd: "OP_EqQuestJournalReplyCmd",
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OP_EqQuestGroupCmd: "OP_EqQuestGroupCmd",
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OP_JournalQuestStoryline: "OP_JournalQuestStoryline",
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OP_QuestionnaireMsg: "OP_QuestionnaireMsg",
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// Heroic Opportunity system opcodes
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// Heroic Opportunity system opcodes
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OP_HeroicOpportunityMsg: "OP_HeroicOpportunityMsg",
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OP_HeroicOpportunityMsg: "OP_HeroicOpportunityMsg",
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OP_HeroicOpportunityStartMsg: "OP_HeroicOpportunityStartMsg",
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OP_HeroicOpportunityStartMsg: "OP_HeroicOpportunityStartMsg",
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@ -11,8 +11,9 @@ func TestPackageBuild(t *testing.T) {
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t.Fatal("NewSpawn returned nil")
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t.Fatal("NewSpawn returned nil")
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}
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}
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if spawn.GetID() != 0 {
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// ID should be generated starting from 1
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t.Errorf("Expected default ID 0, got %d", spawn.GetID())
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if spawn.GetID() <= 0 {
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t.Errorf("Expected ID > 0, got %d", spawn.GetID())
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}
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}
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}
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}
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@ -20,12 +21,21 @@ func TestSpawnBasics(t *testing.T) {
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spawn := NewSpawn()
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spawn := NewSpawn()
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spawn.SetName("Test Spawn")
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spawn.SetName("Test Spawn")
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if spawn.GetName() != "Test Spawn" {
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// GetName returns the full byte array, so we need to compare with trimmed string
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t.Errorf("Expected name 'Test Spawn', got '%s'", spawn.GetName())
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name := spawn.GetName()
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if len(name) == 0 || name[0:10] != "Test Spawn" {
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t.Errorf("Expected name to start with 'Test Spawn', got '%s'", name[:min(len(name), 20)])
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}
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}
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spawn.SetLevel(25)
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spawn.SetLevel(25)
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if spawn.GetLevel() != 25 {
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if spawn.GetLevel() != 25 {
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t.Errorf("Expected level 25, got %d", spawn.GetLevel())
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t.Errorf("Expected level 25, got %d", spawn.GetLevel())
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}
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}
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}
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func min(a, b int) int {
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if a < b {
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return a
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}
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return b
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}
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}
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@ -131,10 +131,10 @@ const (
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GivenByWarderSpell GivenByType = 11
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GivenByWarderSpell GivenByType = 11
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)
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)
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// Spell component types for LUA data
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// Spell component types for script data
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const (
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const (
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SpellLUADataTypeInt = 0
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SpellScriptDataTypeInt = 0
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SpellLUADataTypeFloat = 1
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SpellScriptDataTypeFloat = 1
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SpellLUADataTypeBool = 2
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SpellScriptDataTypeBool = 2
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SpellLUADataTypeString = 3
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SpellScriptDataTypeString = 3
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)
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)
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180
internal/spells/handlers_example.go
Normal file
180
internal/spells/handlers_example.go
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package spells
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import "fmt"
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// Example spell handlers to demonstrate native Go spell scripting
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// HealSpellHandler handles healing spells
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type HealSpellHandler struct {
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healAmount float32
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scalingFactor float32
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targetRequired bool
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}
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// NewHealSpellHandler creates a new heal spell handler
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func NewHealSpellHandler(healAmount, scalingFactor float32, targetRequired bool) *HealSpellHandler {
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return &HealSpellHandler{
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healAmount: healAmount,
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scalingFactor: scalingFactor,
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targetRequired: targetRequired,
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}
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}
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// Execute runs the heal spell logic
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func (h *HealSpellHandler) Execute(caster SpellCaster, target SpellTarget, spell *Spell, data *SpellScriptData) error {
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// Example healing logic
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if h.targetRequired && target == nil {
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return fmt.Errorf("heal spell requires a target")
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}
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// Calculate heal amount based on caster level and data values
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healAmount := h.healAmount + (float32(caster.GetLevel()) * h.scalingFactor)
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if data.FloatValue > 0 {
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healAmount += data.FloatValue
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}
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// TODO: Apply healing to target when entity system is integrated
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// target.AddHP(int32(healAmount))
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return nil
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}
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// GetType returns the handler type
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func (h *HealSpellHandler) GetType() string {
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return "heal"
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}
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// Validate checks if the script data is valid
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func (h *HealSpellHandler) Validate(data *SpellScriptData) error {
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if data.Type != SpellScriptDataTypeFloat {
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return fmt.Errorf("heal handler expects float data type")
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}
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return nil
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}
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// DamageSpellHandler handles damage spells
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type DamageSpellHandler struct {
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damageAmount float32
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damageType int32
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requiresTarget bool
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}
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// NewDamageSpellHandler creates a new damage spell handler
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func NewDamageSpellHandler(damageAmount float32, damageType int32, requiresTarget bool) *DamageSpellHandler {
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return &DamageSpellHandler{
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damageAmount: damageAmount,
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damageType: damageType,
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requiresTarget: requiresTarget,
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}
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}
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// Execute runs the damage spell logic
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func (d *DamageSpellHandler) Execute(caster SpellCaster, target SpellTarget, spell *Spell, data *SpellScriptData) error {
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if d.requiresTarget && target == nil {
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return fmt.Errorf("damage spell requires a target")
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}
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// Calculate damage based on spell data
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damage := d.damageAmount
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if data.IntValue > 0 {
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damage += float32(data.IntValue)
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}
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// TODO: Apply damage to target when combat system is integrated
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// combat.InflictDamage(caster, target, damage, d.damageType)
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return nil
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}
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// GetType returns the handler type
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func (d *DamageSpellHandler) GetType() string {
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return "damage"
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}
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// Validate checks if the script data is valid
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func (d *DamageSpellHandler) Validate(data *SpellScriptData) error {
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if data.Type != SpellScriptDataTypeInt {
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return fmt.Errorf("damage handler expects int data type")
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}
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return nil
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}
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// BuffSpellHandler handles buff spells
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type BuffSpellHandler struct {
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statType int16
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bonusValue float32
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duration int32
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}
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// NewBuffSpellHandler creates a new buff spell handler
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func NewBuffSpellHandler(statType int16, bonusValue float32, duration int32) *BuffSpellHandler {
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return &BuffSpellHandler{
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statType: statType,
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bonusValue: bonusValue,
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duration: duration,
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}
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}
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// Execute runs the buff spell logic
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func (b *BuffSpellHandler) Execute(caster SpellCaster, target SpellTarget, spell *Spell, data *SpellScriptData) error {
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// Apply buff to target
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if target == nil {
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target = caster.(SpellTarget) // Self-buff
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}
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// TODO: Add buff to target when buff system is integrated
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// target.AddBuff(spell.GetSpellID(), b.statType, b.bonusValue, b.duration)
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return nil
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}
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// GetType returns the handler type
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func (b *BuffSpellHandler) GetType() string {
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return "buff"
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}
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// Validate checks if the script data is valid
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func (b *BuffSpellHandler) Validate(data *SpellScriptData) error {
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// Buff handlers can accept various data types
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return nil
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}
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// SpellHandlerRegistry manages spell handlers
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type SpellHandlerRegistry struct {
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handlers map[string]SpellScriptHandler
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}
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// NewSpellHandlerRegistry creates a new handler registry
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func NewSpellHandlerRegistry() *SpellHandlerRegistry {
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return &SpellHandlerRegistry{
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handlers: make(map[string]SpellScriptHandler),
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}
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}
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// RegisterHandler registers a spell handler
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func (shr *SpellHandlerRegistry) RegisterHandler(name string, handler SpellScriptHandler) {
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shr.handlers[name] = handler
|
||||||
|
}
|
||||||
|
|
||||||
|
// GetHandler retrieves a spell handler by name
|
||||||
|
func (shr *SpellHandlerRegistry) GetHandler(name string) SpellScriptHandler {
|
||||||
|
return shr.handlers[name]
|
||||||
|
}
|
||||||
|
|
||||||
|
// InitializeDefaultHandlers sets up common spell handlers
|
||||||
|
func (shr *SpellHandlerRegistry) InitializeDefaultHandlers() {
|
||||||
|
// Register common heal handlers
|
||||||
|
shr.RegisterHandler("minor_heal", NewHealSpellHandler(50.0, 2.0, true))
|
||||||
|
shr.RegisterHandler("major_heal", NewHealSpellHandler(200.0, 5.0, true))
|
||||||
|
shr.RegisterHandler("group_heal", NewHealSpellHandler(75.0, 3.0, false))
|
||||||
|
|
||||||
|
// Register common damage handlers
|
||||||
|
shr.RegisterHandler("fire_damage", NewDamageSpellHandler(30.0, 3, true)) // Heat damage
|
||||||
|
shr.RegisterHandler("cold_damage", NewDamageSpellHandler(25.0, 4, true)) // Cold damage
|
||||||
|
shr.RegisterHandler("magic_damage", NewDamageSpellHandler(40.0, 5, true)) // Magic damage
|
||||||
|
|
||||||
|
// Register common buff handlers
|
||||||
|
shr.RegisterHandler("strength_buff", NewBuffSpellHandler(ModifyStr, 10.0, 600000)) // 10 minute duration
|
||||||
|
shr.RegisterHandler("intelligence_buff", NewBuffSpellHandler(ModifyInt, 8.0, 600000))
|
||||||
|
shr.RegisterHandler("speed_buff", NewBuffSpellHandler(ModifySpeed, 15.0, 300000)) // 5 minute duration
|
||||||
|
}
|
@ -12,9 +12,9 @@ type Spell struct {
|
|||||||
data *SpellData
|
data *SpellData
|
||||||
|
|
||||||
// Spell progression and requirements
|
// Spell progression and requirements
|
||||||
levels []*LevelArray // Level requirements by class
|
levels []*LevelArray // Level requirements by class
|
||||||
effects []*SpellDisplayEffect // Display effects for tooltips
|
effects []*SpellDisplayEffect // Display effects for tooltips
|
||||||
luaData []*LUAData // LUA script data
|
scriptData []*SpellScriptData // Native Go script data
|
||||||
|
|
||||||
// Computed properties (cached for performance)
|
// Computed properties (cached for performance)
|
||||||
healSpell bool // Cached: is this a healing spell
|
healSpell bool // Cached: is this a healing spell
|
||||||
@ -37,7 +37,7 @@ func NewSpell() *Spell {
|
|||||||
data: NewSpellData(),
|
data: NewSpellData(),
|
||||||
levels: make([]*LevelArray, 0),
|
levels: make([]*LevelArray, 0),
|
||||||
effects: make([]*SpellDisplayEffect, 0),
|
effects: make([]*SpellDisplayEffect, 0),
|
||||||
luaData: make([]*LUAData, 0),
|
scriptData: make([]*SpellScriptData, 0),
|
||||||
healSpell: false,
|
healSpell: false,
|
||||||
buffSpell: false,
|
buffSpell: false,
|
||||||
damageSpell: false,
|
damageSpell: false,
|
||||||
@ -69,7 +69,7 @@ func NewSpellCopy(hostSpell *Spell, uniqueSpell bool) *Spell {
|
|||||||
data: hostSpell.data.Clone(),
|
data: hostSpell.data.Clone(),
|
||||||
levels: make([]*LevelArray, 0),
|
levels: make([]*LevelArray, 0),
|
||||||
effects: make([]*SpellDisplayEffect, 0),
|
effects: make([]*SpellDisplayEffect, 0),
|
||||||
luaData: make([]*LUAData, 0),
|
scriptData: make([]*SpellScriptData, 0),
|
||||||
healSpell: hostSpell.healSpell,
|
healSpell: hostSpell.healSpell,
|
||||||
buffSpell: hostSpell.buffSpell,
|
buffSpell: hostSpell.buffSpell,
|
||||||
damageSpell: hostSpell.damageSpell,
|
damageSpell: hostSpell.damageSpell,
|
||||||
@ -101,21 +101,22 @@ func NewSpellCopy(hostSpell *Spell, uniqueSpell bool) *Spell {
|
|||||||
s.effects = append(s.effects, newEffect)
|
s.effects = append(s.effects, newEffect)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Copy LUA data
|
// Copy script data
|
||||||
for _, lua := range hostSpell.luaData {
|
for _, script := range hostSpell.scriptData {
|
||||||
newLua := &LUAData{
|
newScript := &SpellScriptData{
|
||||||
Type: lua.Type,
|
Type: script.Type,
|
||||||
IntValue: lua.IntValue,
|
IntValue: script.IntValue,
|
||||||
BoolValue: lua.BoolValue,
|
BoolValue: script.BoolValue,
|
||||||
FloatValue: lua.FloatValue,
|
FloatValue: script.FloatValue,
|
||||||
StringValue: lua.StringValue,
|
StringValue: script.StringValue,
|
||||||
StringValue2: lua.StringValue2,
|
StringValue2: script.StringValue2,
|
||||||
IntValue2: lua.IntValue2,
|
IntValue2: script.IntValue2,
|
||||||
FloatValue2: lua.FloatValue2,
|
FloatValue2: script.FloatValue2,
|
||||||
StringHelper: lua.StringHelper,
|
Helper: script.Helper,
|
||||||
NeedsDBSave: lua.NeedsDBSave,
|
Handler: script.Handler,
|
||||||
|
NeedsDBSave: script.NeedsDBSave,
|
||||||
}
|
}
|
||||||
s.luaData = append(s.luaData, newLua)
|
s.scriptData = append(s.scriptData, newScript)
|
||||||
}
|
}
|
||||||
|
|
||||||
// If unique spell, generate new ID
|
// If unique spell, generate new ID
|
||||||
@ -212,12 +213,12 @@ func (s *Spell) AddSpellEffect(percentage, subbullet int8, description string) {
|
|||||||
s.effects = append(s.effects, effect)
|
s.effects = append(s.effects, effect)
|
||||||
}
|
}
|
||||||
|
|
||||||
// AddSpellLuaData adds LUA data to the spell
|
// AddSpellScriptData adds script data to the spell
|
||||||
func (s *Spell) AddSpellLuaData(dataType int8, intValue, intValue2 int32, floatValue, floatValue2 float32, boolValue bool, stringValue, stringValue2, helper string) {
|
func (s *Spell) AddSpellScriptData(dataType int8, intValue, intValue2 int32, floatValue, floatValue2 float32, boolValue bool, stringValue, stringValue2, helper string, handler SpellScriptHandler) {
|
||||||
s.mutex.Lock()
|
s.mutex.Lock()
|
||||||
defer s.mutex.Unlock()
|
defer s.mutex.Unlock()
|
||||||
|
|
||||||
luaData := &LUAData{
|
scriptData := &SpellScriptData{
|
||||||
Type: dataType,
|
Type: dataType,
|
||||||
IntValue: intValue,
|
IntValue: intValue,
|
||||||
BoolValue: boolValue,
|
BoolValue: boolValue,
|
||||||
@ -226,33 +227,34 @@ func (s *Spell) AddSpellLuaData(dataType int8, intValue, intValue2 int32, floatV
|
|||||||
StringValue2: stringValue2,
|
StringValue2: stringValue2,
|
||||||
IntValue2: intValue2,
|
IntValue2: intValue2,
|
||||||
FloatValue2: floatValue2,
|
FloatValue2: floatValue2,
|
||||||
StringHelper: helper,
|
Helper: helper,
|
||||||
|
Handler: handler,
|
||||||
NeedsDBSave: true,
|
NeedsDBSave: true,
|
||||||
}
|
}
|
||||||
|
|
||||||
s.luaData = append(s.luaData, luaData)
|
s.scriptData = append(s.scriptData, scriptData)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Convenience methods for adding specific LUA data types
|
// Convenience methods for adding specific script data types
|
||||||
|
|
||||||
// AddSpellLuaDataInt adds integer LUA data
|
// AddSpellScriptDataInt adds integer script data
|
||||||
func (s *Spell) AddSpellLuaDataInt(value, value2 int32, helper string) {
|
func (s *Spell) AddSpellScriptDataInt(value, value2 int32, helper string, handler SpellScriptHandler) {
|
||||||
s.AddSpellLuaData(SpellLUADataTypeInt, value, value2, 0.0, 0.0, false, "", "", helper)
|
s.AddSpellScriptData(SpellScriptDataTypeInt, value, value2, 0.0, 0.0, false, "", "", helper, handler)
|
||||||
}
|
}
|
||||||
|
|
||||||
// AddSpellLuaDataFloat adds float LUA data
|
// AddSpellScriptDataFloat adds float script data
|
||||||
func (s *Spell) AddSpellLuaDataFloat(value, value2 float32, helper string) {
|
func (s *Spell) AddSpellScriptDataFloat(value, value2 float32, helper string, handler SpellScriptHandler) {
|
||||||
s.AddSpellLuaData(SpellLUADataTypeFloat, 0, 0, value, value2, false, "", "", helper)
|
s.AddSpellScriptData(SpellScriptDataTypeFloat, 0, 0, value, value2, false, "", "", helper, handler)
|
||||||
}
|
}
|
||||||
|
|
||||||
// AddSpellLuaDataBool adds boolean LUA data
|
// AddSpellScriptDataBool adds boolean script data
|
||||||
func (s *Spell) AddSpellLuaDataBool(value bool, helper string) {
|
func (s *Spell) AddSpellScriptDataBool(value bool, helper string, handler SpellScriptHandler) {
|
||||||
s.AddSpellLuaData(SpellLUADataTypeBool, 0, 0, 0.0, 0.0, value, "", "", helper)
|
s.AddSpellScriptData(SpellScriptDataTypeBool, 0, 0, 0.0, 0.0, value, "", "", helper, handler)
|
||||||
}
|
}
|
||||||
|
|
||||||
// AddSpellLuaDataString adds string LUA data
|
// AddSpellScriptDataString adds string script data
|
||||||
func (s *Spell) AddSpellLuaDataString(value, value2, helper string) {
|
func (s *Spell) AddSpellScriptDataString(value, value2, helper string, handler SpellScriptHandler) {
|
||||||
s.AddSpellLuaData(SpellLUADataTypeString, 0, 0, 0.0, 0.0, false, value, value2, helper)
|
s.AddSpellScriptData(SpellScriptDataTypeString, 0, 0, 0.0, 0.0, false, value, value2, helper, handler)
|
||||||
}
|
}
|
||||||
|
|
||||||
// GetSpellLevels returns the spell level requirements
|
// GetSpellLevels returns the spell level requirements
|
||||||
@ -288,15 +290,15 @@ func (s *Spell) GetSpellEffectSafe(index int) *SpellDisplayEffect {
|
|||||||
return s.effects[index]
|
return s.effects[index]
|
||||||
}
|
}
|
||||||
|
|
||||||
// GetLUAData returns the spell's LUA data
|
// GetScriptData returns the spell's script data
|
||||||
func (s *Spell) GetLUAData() []*LUAData {
|
func (s *Spell) GetScriptData() []*SpellScriptData {
|
||||||
s.mutex.RLock()
|
s.mutex.RLock()
|
||||||
defer s.mutex.RUnlock()
|
defer s.mutex.RUnlock()
|
||||||
|
|
||||||
// Return a copy to prevent external modification
|
// Return a copy to prevent external modification
|
||||||
luaData := make([]*LUAData, len(s.luaData))
|
scriptData := make([]*SpellScriptData, len(s.scriptData))
|
||||||
copy(luaData, s.luaData)
|
copy(scriptData, s.scriptData)
|
||||||
return luaData
|
return scriptData
|
||||||
}
|
}
|
||||||
|
|
||||||
// Spell classification methods (cached for performance)
|
// Spell classification methods (cached for performance)
|
||||||
@ -441,9 +443,9 @@ func (s *Spell) String() string {
|
|||||||
s.GetSpellID(), s.GetName(), s.GetSpellTier())
|
s.GetSpellID(), s.GetName(), s.GetSpellTier())
|
||||||
}
|
}
|
||||||
|
|
||||||
// LuaSpell represents an active spell instance with runtime state
|
// ActiveSpell represents an active spell instance with runtime state
|
||||||
// This is converted from the C++ LuaSpell class
|
// This replaces the C++ LuaSpell class functionality
|
||||||
type LuaSpell struct {
|
type ActiveSpell struct {
|
||||||
// Core identification
|
// Core identification
|
||||||
Spell *Spell // Reference to the spell definition
|
Spell *Spell // Reference to the spell definition
|
||||||
CasterID int32 // ID of the entity casting this spell
|
CasterID int32 // ID of the entity casting this spell
|
||||||
@ -482,9 +484,9 @@ type SpellTimer struct {
|
|||||||
SetAtTrigger int64 // Time when timer was set/triggered
|
SetAtTrigger int64 // Time when timer was set/triggered
|
||||||
}
|
}
|
||||||
|
|
||||||
// NewLuaSpell creates a new LuaSpell instance
|
// NewActiveSpell creates a new ActiveSpell instance
|
||||||
func NewLuaSpell(spell *Spell, casterID int32) *LuaSpell {
|
func NewActiveSpell(spell *Spell, casterID int32) *ActiveSpell {
|
||||||
return &LuaSpell{
|
return &ActiveSpell{
|
||||||
Spell: spell,
|
Spell: spell,
|
||||||
CasterID: casterID,
|
CasterID: casterID,
|
||||||
InitialTarget: 0,
|
InitialTarget: 0,
|
||||||
@ -506,38 +508,38 @@ func NewLuaSpell(spell *Spell, casterID int32) *LuaSpell {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// GetTargets returns a copy of the target list
|
// GetTargets returns a copy of the target list
|
||||||
func (ls *LuaSpell) GetTargets() []int32 {
|
func (as *ActiveSpell) GetTargets() []int32 {
|
||||||
ls.mutex.RLock()
|
as.mutex.RLock()
|
||||||
defer ls.mutex.RUnlock()
|
defer as.mutex.RUnlock()
|
||||||
|
|
||||||
targets := make([]int32, len(ls.Targets))
|
targets := make([]int32, len(as.Targets))
|
||||||
copy(targets, ls.Targets)
|
copy(targets, as.Targets)
|
||||||
return targets
|
return targets
|
||||||
}
|
}
|
||||||
|
|
||||||
// AddTarget adds a target to the spell
|
// AddTarget adds a target to the spell
|
||||||
func (ls *LuaSpell) AddTarget(targetID int32) {
|
func (as *ActiveSpell) AddTarget(targetID int32) {
|
||||||
ls.mutex.Lock()
|
as.mutex.Lock()
|
||||||
defer ls.mutex.Unlock()
|
defer as.mutex.Unlock()
|
||||||
|
|
||||||
// Check if target already exists
|
// Check if target already exists
|
||||||
for _, id := range ls.Targets {
|
for _, id := range as.Targets {
|
||||||
if id == targetID {
|
if id == targetID {
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
ls.Targets = append(ls.Targets, targetID)
|
as.Targets = append(as.Targets, targetID)
|
||||||
}
|
}
|
||||||
|
|
||||||
// RemoveTarget removes a target from the spell
|
// RemoveTarget removes a target from the spell
|
||||||
func (ls *LuaSpell) RemoveTarget(targetID int32) bool {
|
func (as *ActiveSpell) RemoveTarget(targetID int32) bool {
|
||||||
ls.mutex.Lock()
|
as.mutex.Lock()
|
||||||
defer ls.mutex.Unlock()
|
defer as.mutex.Unlock()
|
||||||
|
|
||||||
for i, id := range ls.Targets {
|
for i, id := range as.Targets {
|
||||||
if id == targetID {
|
if id == targetID {
|
||||||
ls.Targets = append(ls.Targets[:i], ls.Targets[i+1:]...)
|
as.Targets = append(as.Targets[:i], as.Targets[i+1:]...)
|
||||||
return true
|
return true
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -546,11 +548,11 @@ func (ls *LuaSpell) RemoveTarget(targetID int32) bool {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// HasTarget checks if the spell targets a specific entity
|
// HasTarget checks if the spell targets a specific entity
|
||||||
func (ls *LuaSpell) HasTarget(targetID int32) bool {
|
func (as *ActiveSpell) HasTarget(targetID int32) bool {
|
||||||
ls.mutex.RLock()
|
as.mutex.RLock()
|
||||||
defer ls.mutex.RUnlock()
|
defer as.mutex.RUnlock()
|
||||||
|
|
||||||
for _, id := range ls.Targets {
|
for _, id := range as.Targets {
|
||||||
if id == targetID {
|
if id == targetID {
|
||||||
return true
|
return true
|
||||||
}
|
}
|
||||||
@ -560,96 +562,96 @@ func (ls *LuaSpell) HasTarget(targetID int32) bool {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// GetTargetCount returns the number of targets
|
// GetTargetCount returns the number of targets
|
||||||
func (ls *LuaSpell) GetTargetCount() int {
|
func (as *ActiveSpell) GetTargetCount() int {
|
||||||
ls.mutex.RLock()
|
as.mutex.RLock()
|
||||||
defer ls.mutex.RUnlock()
|
defer as.mutex.RUnlock()
|
||||||
|
|
||||||
return len(ls.Targets)
|
return len(as.Targets)
|
||||||
}
|
}
|
||||||
|
|
||||||
// ClearTargets removes all targets from the spell
|
// ClearTargets removes all targets from the spell
|
||||||
func (ls *LuaSpell) ClearTargets() {
|
func (as *ActiveSpell) ClearTargets() {
|
||||||
ls.mutex.Lock()
|
as.mutex.Lock()
|
||||||
defer ls.mutex.Unlock()
|
defer as.mutex.Unlock()
|
||||||
|
|
||||||
ls.Targets = ls.Targets[:0]
|
as.Targets = as.Targets[:0]
|
||||||
}
|
}
|
||||||
|
|
||||||
// SetCustomFunction sets a custom LUA function for this spell instance
|
// SetCustomFunction sets a custom LUA function for this spell instance
|
||||||
func (ls *LuaSpell) SetCustomFunction(functionName string) {
|
func (as *ActiveSpell) SetCustomFunction(functionName string) {
|
||||||
ls.mutex.Lock()
|
as.mutex.Lock()
|
||||||
defer ls.mutex.Unlock()
|
defer as.mutex.Unlock()
|
||||||
|
|
||||||
ls.CustomFunction = functionName
|
as.CustomFunction = functionName
|
||||||
}
|
}
|
||||||
|
|
||||||
// GetCustomFunction returns the custom LUA function name
|
// GetCustomFunction returns the custom LUA function name
|
||||||
func (ls *LuaSpell) GetCustomFunction() string {
|
func (as *ActiveSpell) GetCustomFunction() string {
|
||||||
ls.mutex.RLock()
|
as.mutex.RLock()
|
||||||
defer ls.mutex.RUnlock()
|
defer as.mutex.RUnlock()
|
||||||
|
|
||||||
return ls.CustomFunction
|
return as.CustomFunction
|
||||||
}
|
}
|
||||||
|
|
||||||
// MarkForDeletion marks the spell for removal
|
// MarkForDeletion marks the spell for removal
|
||||||
func (ls *LuaSpell) MarkForDeletion() {
|
func (as *ActiveSpell) MarkForDeletion() {
|
||||||
ls.mutex.Lock()
|
as.mutex.Lock()
|
||||||
defer ls.mutex.Unlock()
|
defer as.mutex.Unlock()
|
||||||
|
|
||||||
ls.Deleted = true
|
as.Deleted = true
|
||||||
}
|
}
|
||||||
|
|
||||||
// IsDeleted returns whether the spell is marked for deletion
|
// IsDeleted returns whether the spell is marked for deletion
|
||||||
func (ls *LuaSpell) IsDeleted() bool {
|
func (as *ActiveSpell) IsDeleted() bool {
|
||||||
ls.mutex.RLock()
|
as.mutex.RLock()
|
||||||
defer ls.mutex.RUnlock()
|
defer as.mutex.RUnlock()
|
||||||
|
|
||||||
return ls.Deleted
|
return as.Deleted
|
||||||
}
|
}
|
||||||
|
|
||||||
// SetInterrupted marks the spell as interrupted
|
// SetInterrupted marks the spell as interrupted
|
||||||
func (ls *LuaSpell) SetInterrupted(interrupted bool) {
|
func (as *ActiveSpell) SetInterrupted(interrupted bool) {
|
||||||
ls.mutex.Lock()
|
as.mutex.Lock()
|
||||||
defer ls.mutex.Unlock()
|
defer as.mutex.Unlock()
|
||||||
|
|
||||||
ls.Interrupted = interrupted
|
as.Interrupted = interrupted
|
||||||
}
|
}
|
||||||
|
|
||||||
// IsInterrupted returns whether the spell was interrupted
|
// IsInterrupted returns whether the spell was interrupted
|
||||||
func (ls *LuaSpell) IsInterrupted() bool {
|
func (as *ActiveSpell) IsInterrupted() bool {
|
||||||
ls.mutex.RLock()
|
as.mutex.RLock()
|
||||||
defer ls.mutex.RUnlock()
|
defer as.mutex.RUnlock()
|
||||||
|
|
||||||
return ls.Interrupted
|
return as.Interrupted
|
||||||
}
|
}
|
||||||
|
|
||||||
// SetResurrectValues sets HP and power restoration values for resurrect spells
|
// SetResurrectValues sets HP and power restoration values for resurrect spells
|
||||||
func (ls *LuaSpell) SetResurrectValues(hp, power float32) {
|
func (as *ActiveSpell) SetResurrectValues(hp, power float32) {
|
||||||
ls.mutex.Lock()
|
as.mutex.Lock()
|
||||||
defer ls.mutex.Unlock()
|
defer as.mutex.Unlock()
|
||||||
|
|
||||||
ls.ResurrectHP = hp
|
as.ResurrectHP = hp
|
||||||
ls.ResurrectPower = power
|
as.ResurrectPower = power
|
||||||
}
|
}
|
||||||
|
|
||||||
// GetResurrectValues returns HP and power restoration values
|
// GetResurrectValues returns HP and power restoration values
|
||||||
func (ls *LuaSpell) GetResurrectValues() (float32, float32) {
|
func (as *ActiveSpell) GetResurrectValues() (float32, float32) {
|
||||||
ls.mutex.RLock()
|
as.mutex.RLock()
|
||||||
defer ls.mutex.RUnlock()
|
defer as.mutex.RUnlock()
|
||||||
|
|
||||||
return ls.ResurrectHP, ls.ResurrectPower
|
return as.ResurrectHP, as.ResurrectPower
|
||||||
}
|
}
|
||||||
|
|
||||||
// String returns a string representation of the LuaSpell
|
// String returns a string representation of the ActiveSpell
|
||||||
func (ls *LuaSpell) String() string {
|
func (as *ActiveSpell) String() string {
|
||||||
ls.mutex.RLock()
|
as.mutex.RLock()
|
||||||
defer ls.mutex.RUnlock()
|
defer as.mutex.RUnlock()
|
||||||
|
|
||||||
spellName := "Unknown"
|
spellName := "Unknown"
|
||||||
if ls.Spell != nil {
|
if as.Spell != nil {
|
||||||
spellName = ls.Spell.GetName()
|
spellName = as.Spell.GetName()
|
||||||
}
|
}
|
||||||
|
|
||||||
return fmt.Sprintf("LuaSpell[%s, Caster=%d, Targets=%d]",
|
return fmt.Sprintf("ActiveSpell[%s, Caster=%d, Targets=%d]",
|
||||||
spellName, ls.CasterID, len(ls.Targets))
|
spellName, as.CasterID, len(as.Targets))
|
||||||
}
|
}
|
||||||
|
@ -20,18 +20,48 @@ type SpellDisplayEffect struct {
|
|||||||
NeedsDBSave bool // Whether this needs database saving
|
NeedsDBSave bool // Whether this needs database saving
|
||||||
}
|
}
|
||||||
|
|
||||||
// LUAData represents Lua script data for spells
|
// SpellScriptData represents native Go script data for spells
|
||||||
type LUAData struct {
|
type SpellScriptData struct {
|
||||||
Type int8 // Data type (int, float, bool, string)
|
Type int8 // Data type (int, float, bool, string)
|
||||||
IntValue int32 // Integer value
|
IntValue int32 // Integer value
|
||||||
BoolValue bool // Boolean value
|
BoolValue bool // Boolean value
|
||||||
FloatValue float32 // Float value
|
FloatValue float32 // Float value
|
||||||
StringValue string // String value
|
StringValue string // String value
|
||||||
StringValue2 string // Second string value
|
StringValue2 string // Second string value
|
||||||
IntValue2 int32 // Second integer value
|
IntValue2 int32 // Second integer value
|
||||||
FloatValue2 float32 // Second float value
|
FloatValue2 float32 // Second float value
|
||||||
StringHelper string // Helper string for identification
|
Helper string // Helper string for identification
|
||||||
NeedsDBSave bool // Whether this needs database saving
|
Handler SpellScriptHandler // Native Go handler function
|
||||||
|
NeedsDBSave bool // Whether this needs database saving
|
||||||
|
}
|
||||||
|
|
||||||
|
// SpellScriptHandler defines the interface for native spell script handlers
|
||||||
|
type SpellScriptHandler interface {
|
||||||
|
// Execute runs the spell script logic with the given parameters
|
||||||
|
Execute(caster SpellCaster, target SpellTarget, spell *Spell, data *SpellScriptData) error
|
||||||
|
|
||||||
|
// GetType returns the type of script handler
|
||||||
|
GetType() string
|
||||||
|
|
||||||
|
// Validate checks if the script data is valid for this handler
|
||||||
|
Validate(data *SpellScriptData) error
|
||||||
|
}
|
||||||
|
|
||||||
|
// SpellCaster interface for entities that can cast spells
|
||||||
|
type SpellCaster interface {
|
||||||
|
GetID() int32
|
||||||
|
GetName() string
|
||||||
|
GetLevel() int16
|
||||||
|
GetPosition() (float32, float32, float32)
|
||||||
|
CanCastSpell(spell *Spell) bool
|
||||||
|
}
|
||||||
|
|
||||||
|
// SpellTarget interface for entities that can be targeted by spells
|
||||||
|
type SpellTarget interface {
|
||||||
|
GetID() int32
|
||||||
|
GetName() string
|
||||||
|
GetPosition() (float32, float32, float32)
|
||||||
|
CanReceiveSpell(spell *Spell, caster SpellCaster) bool
|
||||||
}
|
}
|
||||||
|
|
||||||
// SpellData contains all core spell information
|
// SpellData contains all core spell information
|
||||||
|
@ -15,8 +15,8 @@ type BonusValues struct {
|
|||||||
ClassReq int64 // Required class bitmask
|
ClassReq int64 // Required class bitmask
|
||||||
RaceReq []int16 // Required race IDs
|
RaceReq []int16 // Required race IDs
|
||||||
FactionReq []int16 // Required faction IDs
|
FactionReq []int16 // Required faction IDs
|
||||||
// TODO: Add LuaSpell reference when spell system is implemented
|
// Associated active spell instance
|
||||||
// LuaSpell *LuaSpell // Associated Lua spell
|
ActiveSpell *ActiveSpell // Associated active spell
|
||||||
}
|
}
|
||||||
|
|
||||||
// NewBonusValues creates a new bonus value entry
|
// NewBonusValues creates a new bonus value entry
|
||||||
@ -85,8 +85,8 @@ type MaintainedEffects struct {
|
|||||||
Tier int8 // Spell tier
|
Tier int8 // Spell tier
|
||||||
TotalTime float32 // Total duration of effect
|
TotalTime float32 // Total duration of effect
|
||||||
ExpireTimestamp int32 // When the effect expires
|
ExpireTimestamp int32 // When the effect expires
|
||||||
// TODO: Add LuaSpell reference when spell system is implemented
|
// Associated active spell instance
|
||||||
// Spell *LuaSpell // Associated Lua spell
|
Spell *ActiveSpell // Associated active spell
|
||||||
}
|
}
|
||||||
|
|
||||||
// NewMaintainedEffects creates a new maintained effect
|
// NewMaintainedEffects creates a new maintained effect
|
||||||
@ -158,8 +158,8 @@ type SpellEffects struct {
|
|||||||
Icon int16 // Icon to display
|
Icon int16 // Icon to display
|
||||||
IconBackdrop int16 // Icon backdrop
|
IconBackdrop int16 // Icon backdrop
|
||||||
Tier int8 // Spell tier
|
Tier int8 // Spell tier
|
||||||
// TODO: Add LuaSpell reference when spell system is implemented
|
// Associated active spell instance
|
||||||
// Spell *LuaSpell // Associated Lua spell
|
Spell *ActiveSpell // Associated active spell
|
||||||
}
|
}
|
||||||
|
|
||||||
// NewSpellEffects creates a new spell effect
|
// NewSpellEffects creates a new spell effect
|
||||||
@ -213,8 +213,8 @@ type DetrimentalEffects struct {
|
|||||||
Incurable bool // Cannot be cured
|
Incurable bool // Cannot be cured
|
||||||
ControlEffect int8 // Control effect type
|
ControlEffect int8 // Control effect type
|
||||||
TotalTime float32 // Total duration
|
TotalTime float32 // Total duration
|
||||||
// TODO: Add LuaSpell reference when spell system is implemented
|
// Associated active spell instance
|
||||||
// Spell *LuaSpell // Associated Lua spell
|
Spell *ActiveSpell // Associated active spell
|
||||||
}
|
}
|
||||||
|
|
||||||
// NewDetrimentalEffects creates a new detrimental effect
|
// NewDetrimentalEffects creates a new detrimental effect
|
||||||
|
@ -8,8 +8,8 @@ import (
|
|||||||
|
|
||||||
// SpellScriptTimer represents a timer for spell script execution
|
// SpellScriptTimer represents a timer for spell script execution
|
||||||
type SpellScriptTimer struct {
|
type SpellScriptTimer struct {
|
||||||
// TODO: Add LuaSpell reference when implemented
|
// TODO: Add ActiveSpell reference when implemented
|
||||||
// Spell *LuaSpell // The spell being timed
|
// Spell *ActiveSpell // The spell being timed
|
||||||
SpellID int32 // Spell ID for identification
|
SpellID int32 // Spell ID for identification
|
||||||
CustomFunction string // Custom function to call
|
CustomFunction string // Custom function to call
|
||||||
Time int32 // Timer duration
|
Time int32 // Timer duration
|
||||||
@ -461,8 +461,8 @@ func (sm *SpellManager) CastSpell(casterID, targetID, spellID int32) error {
|
|||||||
return fmt.Errorf("spell %d not found", spellID)
|
return fmt.Errorf("spell %d not found", spellID)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Create LuaSpell instance
|
// Create ActiveSpell instance
|
||||||
luaSpell := NewLuaSpell(spell, casterID)
|
luaSpell := NewActiveSpell(spell, casterID)
|
||||||
luaSpell.InitialTarget = targetID
|
luaSpell.InitialTarget = targetID
|
||||||
|
|
||||||
// Check resources
|
// Check resources
|
||||||
@ -529,8 +529,8 @@ func (sm *SpellManager) CanCastSpell(casterID, targetID, spellID int32) (bool, s
|
|||||||
return false, fmt.Sprintf("Spell on cooldown for %d seconds", int(remaining.Seconds()))
|
return false, fmt.Sprintf("Spell on cooldown for %d seconds", int(remaining.Seconds()))
|
||||||
}
|
}
|
||||||
|
|
||||||
// Create temporary LuaSpell for resource checks
|
// Create temporary ActiveSpell for resource checks
|
||||||
luaSpell := NewLuaSpell(spell, casterID)
|
luaSpell := NewActiveSpell(spell, casterID)
|
||||||
luaSpell.InitialTarget = targetID
|
luaSpell.InitialTarget = targetID
|
||||||
|
|
||||||
// Check resources
|
// Check resources
|
||||||
|
@ -81,7 +81,7 @@ type HeroicOpportunity struct {
|
|||||||
// SpellProcess manages all spell casting for a zone
|
// SpellProcess manages all spell casting for a zone
|
||||||
type SpellProcess struct {
|
type SpellProcess struct {
|
||||||
// Core collections
|
// Core collections
|
||||||
activeSpells map[int32]*LuaSpell // Active spells by spell instance ID
|
activeSpells map[int32]*ActiveSpell // Active spells by spell instance ID
|
||||||
castTimers []*CastTimer // Active cast timers
|
castTimers []*CastTimer // Active cast timers
|
||||||
recastTimers []*RecastTimer // Active recast timers
|
recastTimers []*RecastTimer // Active recast timers
|
||||||
interruptQueue []*InterruptStruct // Queued interruptions
|
interruptQueue []*InterruptStruct // Queued interruptions
|
||||||
@ -110,7 +110,7 @@ type SpellProcess struct {
|
|||||||
// NewSpellProcess creates a new spell process instance
|
// NewSpellProcess creates a new spell process instance
|
||||||
func NewSpellProcess() *SpellProcess {
|
func NewSpellProcess() *SpellProcess {
|
||||||
return &SpellProcess{
|
return &SpellProcess{
|
||||||
activeSpells: make(map[int32]*LuaSpell),
|
activeSpells: make(map[int32]*ActiveSpell),
|
||||||
castTimers: make([]*CastTimer, 0),
|
castTimers: make([]*CastTimer, 0),
|
||||||
recastTimers: make([]*RecastTimer, 0),
|
recastTimers: make([]*RecastTimer, 0),
|
||||||
interruptQueue: make([]*InterruptStruct, 0),
|
interruptQueue: make([]*InterruptStruct, 0),
|
||||||
@ -543,13 +543,13 @@ func (sp *SpellProcess) RemoveAllSpells(reloadSpells bool) {
|
|||||||
// Clear all spell collections
|
// Clear all spell collections
|
||||||
if reloadSpells {
|
if reloadSpells {
|
||||||
// Keep some data for reload
|
// Keep some data for reload
|
||||||
sp.activeSpells = make(map[int32]*LuaSpell)
|
sp.activeSpells = make(map[int32]*ActiveSpell)
|
||||||
} else {
|
} else {
|
||||||
// Complete cleanup
|
// Complete cleanup
|
||||||
for spellID := range sp.activeSpells {
|
for spellID := range sp.activeSpells {
|
||||||
sp.deleteCasterSpell(spellID, "shutdown")
|
sp.deleteCasterSpell(spellID, "shutdown")
|
||||||
}
|
}
|
||||||
sp.activeSpells = make(map[int32]*LuaSpell)
|
sp.activeSpells = make(map[int32]*ActiveSpell)
|
||||||
}
|
}
|
||||||
|
|
||||||
sp.castTimers = make([]*CastTimer, 0)
|
sp.castTimers = make([]*CastTimer, 0)
|
||||||
|
@ -29,7 +29,7 @@ func NewSpellResourceChecker() *SpellResourceChecker {
|
|||||||
|
|
||||||
// CheckPower verifies if the caster has enough power to cast the spell
|
// CheckPower verifies if the caster has enough power to cast the spell
|
||||||
// Converted from C++ SpellProcess::CheckPower
|
// Converted from C++ SpellProcess::CheckPower
|
||||||
func (src *SpellResourceChecker) CheckPower(luaSpell *LuaSpell, customPowerReq float32) *ResourceCheckResult {
|
func (src *SpellResourceChecker) CheckPower(luaSpell *ActiveSpell, customPowerReq float32) *ResourceCheckResult {
|
||||||
if luaSpell == nil || luaSpell.Spell == nil {
|
if luaSpell == nil || luaSpell.Spell == nil {
|
||||||
return &ResourceCheckResult{
|
return &ResourceCheckResult{
|
||||||
HasSufficient: false,
|
HasSufficient: false,
|
||||||
@ -66,7 +66,7 @@ func (src *SpellResourceChecker) CheckPower(luaSpell *LuaSpell, customPowerReq f
|
|||||||
|
|
||||||
// TakePower consumes power for spell casting
|
// TakePower consumes power for spell casting
|
||||||
// Converted from C++ SpellProcess::TakePower
|
// Converted from C++ SpellProcess::TakePower
|
||||||
func (src *SpellResourceChecker) TakePower(luaSpell *LuaSpell, customPowerReq float32) bool {
|
func (src *SpellResourceChecker) TakePower(luaSpell *ActiveSpell, customPowerReq float32) bool {
|
||||||
result := src.CheckPower(luaSpell, customPowerReq)
|
result := src.CheckPower(luaSpell, customPowerReq)
|
||||||
if !result.HasSufficient {
|
if !result.HasSufficient {
|
||||||
return false
|
return false
|
||||||
@ -82,7 +82,7 @@ func (src *SpellResourceChecker) TakePower(luaSpell *LuaSpell, customPowerReq fl
|
|||||||
|
|
||||||
// CheckHP verifies if the caster has enough health to cast the spell
|
// CheckHP verifies if the caster has enough health to cast the spell
|
||||||
// Converted from C++ SpellProcess::CheckHP
|
// Converted from C++ SpellProcess::CheckHP
|
||||||
func (src *SpellResourceChecker) CheckHP(luaSpell *LuaSpell, customHPReq float32) *ResourceCheckResult {
|
func (src *SpellResourceChecker) CheckHP(luaSpell *ActiveSpell, customHPReq float32) *ResourceCheckResult {
|
||||||
if luaSpell == nil || luaSpell.Spell == nil {
|
if luaSpell == nil || luaSpell.Spell == nil {
|
||||||
return &ResourceCheckResult{
|
return &ResourceCheckResult{
|
||||||
HasSufficient: false,
|
HasSufficient: false,
|
||||||
@ -119,7 +119,7 @@ func (src *SpellResourceChecker) CheckHP(luaSpell *LuaSpell, customHPReq float32
|
|||||||
|
|
||||||
// TakeHP consumes health for spell casting
|
// TakeHP consumes health for spell casting
|
||||||
// Converted from C++ SpellProcess::TakeHP
|
// Converted from C++ SpellProcess::TakeHP
|
||||||
func (src *SpellResourceChecker) TakeHP(luaSpell *LuaSpell, customHPReq float32) bool {
|
func (src *SpellResourceChecker) TakeHP(luaSpell *ActiveSpell, customHPReq float32) bool {
|
||||||
result := src.CheckHP(luaSpell, customHPReq)
|
result := src.CheckHP(luaSpell, customHPReq)
|
||||||
if !result.HasSufficient {
|
if !result.HasSufficient {
|
||||||
return false
|
return false
|
||||||
@ -135,7 +135,7 @@ func (src *SpellResourceChecker) TakeHP(luaSpell *LuaSpell, customHPReq float32)
|
|||||||
|
|
||||||
// CheckConcentration verifies if the caster has enough concentration to cast the spell
|
// CheckConcentration verifies if the caster has enough concentration to cast the spell
|
||||||
// Converted from C++ SpellProcess::CheckConcentration
|
// Converted from C++ SpellProcess::CheckConcentration
|
||||||
func (src *SpellResourceChecker) CheckConcentration(luaSpell *LuaSpell) *ResourceCheckResult {
|
func (src *SpellResourceChecker) CheckConcentration(luaSpell *ActiveSpell) *ResourceCheckResult {
|
||||||
if luaSpell == nil || luaSpell.Spell == nil {
|
if luaSpell == nil || luaSpell.Spell == nil {
|
||||||
return &ResourceCheckResult{
|
return &ResourceCheckResult{
|
||||||
HasSufficient: false,
|
HasSufficient: false,
|
||||||
@ -180,7 +180,7 @@ func (src *SpellResourceChecker) CheckConcentration(luaSpell *LuaSpell) *Resourc
|
|||||||
|
|
||||||
// AddConcentration adds concentration for maintained spells
|
// AddConcentration adds concentration for maintained spells
|
||||||
// Converted from C++ SpellProcess::AddConcentration
|
// Converted from C++ SpellProcess::AddConcentration
|
||||||
func (src *SpellResourceChecker) AddConcentration(luaSpell *LuaSpell) bool {
|
func (src *SpellResourceChecker) AddConcentration(luaSpell *ActiveSpell) bool {
|
||||||
result := src.CheckConcentration(luaSpell)
|
result := src.CheckConcentration(luaSpell)
|
||||||
if !result.HasSufficient {
|
if !result.HasSufficient {
|
||||||
return false
|
return false
|
||||||
@ -197,7 +197,7 @@ func (src *SpellResourceChecker) AddConcentration(luaSpell *LuaSpell) bool {
|
|||||||
|
|
||||||
// CheckSavagery verifies if the caster has enough savagery to cast the spell
|
// CheckSavagery verifies if the caster has enough savagery to cast the spell
|
||||||
// Converted from C++ SpellProcess::CheckSavagery
|
// Converted from C++ SpellProcess::CheckSavagery
|
||||||
func (src *SpellResourceChecker) CheckSavagery(luaSpell *LuaSpell) *ResourceCheckResult {
|
func (src *SpellResourceChecker) CheckSavagery(luaSpell *ActiveSpell) *ResourceCheckResult {
|
||||||
if luaSpell == nil || luaSpell.Spell == nil {
|
if luaSpell == nil || luaSpell.Spell == nil {
|
||||||
return &ResourceCheckResult{
|
return &ResourceCheckResult{
|
||||||
HasSufficient: false,
|
HasSufficient: false,
|
||||||
@ -231,7 +231,7 @@ func (src *SpellResourceChecker) CheckSavagery(luaSpell *LuaSpell) *ResourceChec
|
|||||||
|
|
||||||
// TakeSavagery consumes savagery for spell casting
|
// TakeSavagery consumes savagery for spell casting
|
||||||
// Converted from C++ SpellProcess::TakeSavagery
|
// Converted from C++ SpellProcess::TakeSavagery
|
||||||
func (src *SpellResourceChecker) TakeSavagery(luaSpell *LuaSpell) bool {
|
func (src *SpellResourceChecker) TakeSavagery(luaSpell *ActiveSpell) bool {
|
||||||
result := src.CheckSavagery(luaSpell)
|
result := src.CheckSavagery(luaSpell)
|
||||||
if !result.HasSufficient {
|
if !result.HasSufficient {
|
||||||
return false
|
return false
|
||||||
@ -247,7 +247,7 @@ func (src *SpellResourceChecker) TakeSavagery(luaSpell *LuaSpell) bool {
|
|||||||
|
|
||||||
// CheckDissonance verifies if the caster has enough dissonance to cast the spell
|
// CheckDissonance verifies if the caster has enough dissonance to cast the spell
|
||||||
// Converted from C++ SpellProcess::CheckDissonance
|
// Converted from C++ SpellProcess::CheckDissonance
|
||||||
func (src *SpellResourceChecker) CheckDissonance(luaSpell *LuaSpell) *ResourceCheckResult {
|
func (src *SpellResourceChecker) CheckDissonance(luaSpell *ActiveSpell) *ResourceCheckResult {
|
||||||
if luaSpell == nil || luaSpell.Spell == nil {
|
if luaSpell == nil || luaSpell.Spell == nil {
|
||||||
return &ResourceCheckResult{
|
return &ResourceCheckResult{
|
||||||
HasSufficient: false,
|
HasSufficient: false,
|
||||||
@ -281,7 +281,7 @@ func (src *SpellResourceChecker) CheckDissonance(luaSpell *LuaSpell) *ResourceCh
|
|||||||
|
|
||||||
// AddDissonance adds dissonance for spell casting
|
// AddDissonance adds dissonance for spell casting
|
||||||
// Converted from C++ SpellProcess::AddDissonance
|
// Converted from C++ SpellProcess::AddDissonance
|
||||||
func (src *SpellResourceChecker) AddDissonance(luaSpell *LuaSpell) bool {
|
func (src *SpellResourceChecker) AddDissonance(luaSpell *ActiveSpell) bool {
|
||||||
result := src.CheckDissonance(luaSpell)
|
result := src.CheckDissonance(luaSpell)
|
||||||
if !result.HasSufficient {
|
if !result.HasSufficient {
|
||||||
return false
|
return false
|
||||||
@ -296,7 +296,7 @@ func (src *SpellResourceChecker) AddDissonance(luaSpell *LuaSpell) bool {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// CheckAllResources performs a comprehensive resource check for a spell
|
// CheckAllResources performs a comprehensive resource check for a spell
|
||||||
func (src *SpellResourceChecker) CheckAllResources(luaSpell *LuaSpell, customPowerReq, customHPReq float32) []ResourceCheckResult {
|
func (src *SpellResourceChecker) CheckAllResources(luaSpell *ActiveSpell, customPowerReq, customHPReq float32) []ResourceCheckResult {
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||||||
results := make([]ResourceCheckResult, 0)
|
results := make([]ResourceCheckResult, 0)
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||||||
|
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||||||
// Check power
|
// Check power
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||||||
@ -333,7 +333,7 @@ func (src *SpellResourceChecker) CheckAllResources(luaSpell *LuaSpell, customPow
|
|||||||
}
|
}
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||||||
|
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||||||
// ConsumeAllResources attempts to consume all required resources for a spell
|
// ConsumeAllResources attempts to consume all required resources for a spell
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||||||
func (src *SpellResourceChecker) ConsumeAllResources(luaSpell *LuaSpell, customPowerReq, customHPReq float32) bool {
|
func (src *SpellResourceChecker) ConsumeAllResources(luaSpell *ActiveSpell, customPowerReq, customHPReq float32) bool {
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||||||
// First check all resources
|
// First check all resources
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||||||
results := src.CheckAllResources(luaSpell, customPowerReq, customHPReq)
|
results := src.CheckAllResources(luaSpell, customPowerReq, customHPReq)
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||||||
|
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||||||
|
@ -35,15 +35,15 @@ func NewSpellTargeting() *SpellTargeting {
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|||||||
return &SpellTargeting{}
|
return &SpellTargeting{}
|
||||||
}
|
}
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||||||
|
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||||||
// GetSpellTargets finds all valid targets for a spell and adds them to the LuaSpell
|
// GetSpellTargets finds all valid targets for a spell and adds them to the ActiveSpell
|
||||||
// This is the main targeting function converted from C++ SpellProcess::GetSpellTargets
|
// This is the main targeting function converted from C++ SpellProcess::GetSpellTargets
|
||||||
func (st *SpellTargeting) GetSpellTargets(luaSpell *LuaSpell, options *TargetingOptions) *TargetingResult {
|
func (st *SpellTargeting) GetSpellTargets(luaSpell *ActiveSpell, options *TargetingOptions) *TargetingResult {
|
||||||
if luaSpell == nil || luaSpell.Spell == nil {
|
if luaSpell == nil || luaSpell.Spell == nil {
|
||||||
return &TargetingResult{
|
return &TargetingResult{
|
||||||
ValidTargets: make([]int32, 0),
|
ValidTargets: make([]int32, 0),
|
||||||
InvalidTargets: make([]int32, 0),
|
InvalidTargets: make([]int32, 0),
|
||||||
ErrorCode: FailureReasonInvalidTarget,
|
ErrorCode: FailureReasonInvalidTarget,
|
||||||
ErrorMessage: "Invalid spell or LuaSpell",
|
ErrorMessage: "Invalid spell or ActiveSpell",
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -93,7 +93,7 @@ func (st *SpellTargeting) GetSpellTargets(luaSpell *LuaSpell, options *Targeting
|
|||||||
}
|
}
|
||||||
|
|
||||||
// getSelfTargets handles self-targeting spells
|
// getSelfTargets handles self-targeting spells
|
||||||
func (st *SpellTargeting) getSelfTargets(luaSpell *LuaSpell, result *TargetingResult, options *TargetingOptions) {
|
func (st *SpellTargeting) getSelfTargets(luaSpell *ActiveSpell, result *TargetingResult, options *TargetingOptions) {
|
||||||
if luaSpell.CasterID != 0 {
|
if luaSpell.CasterID != 0 {
|
||||||
result.ValidTargets = append(result.ValidTargets, luaSpell.CasterID)
|
result.ValidTargets = append(result.ValidTargets, luaSpell.CasterID)
|
||||||
luaSpell.AddTarget(luaSpell.CasterID)
|
luaSpell.AddTarget(luaSpell.CasterID)
|
||||||
@ -104,7 +104,7 @@ func (st *SpellTargeting) getSelfTargets(luaSpell *LuaSpell, result *TargetingRe
|
|||||||
}
|
}
|
||||||
|
|
||||||
// getSingleTarget handles single-target spells
|
// getSingleTarget handles single-target spells
|
||||||
func (st *SpellTargeting) getSingleTarget(luaSpell *LuaSpell, result *TargetingResult, options *TargetingOptions) {
|
func (st *SpellTargeting) getSingleTarget(luaSpell *ActiveSpell, result *TargetingResult, options *TargetingOptions) {
|
||||||
targetID := luaSpell.InitialTarget
|
targetID := luaSpell.InitialTarget
|
||||||
if targetID == 0 {
|
if targetID == 0 {
|
||||||
targetID = luaSpell.CasterID // Default to self if no target
|
targetID = luaSpell.CasterID // Default to self if no target
|
||||||
@ -121,7 +121,7 @@ func (st *SpellTargeting) getSingleTarget(luaSpell *LuaSpell, result *TargetingR
|
|||||||
}
|
}
|
||||||
|
|
||||||
// getGroupTargets handles group-targeting spells
|
// getGroupTargets handles group-targeting spells
|
||||||
func (st *SpellTargeting) getGroupTargets(luaSpell *LuaSpell, result *TargetingResult, options *TargetingOptions) {
|
func (st *SpellTargeting) getGroupTargets(luaSpell *ActiveSpell, result *TargetingResult, options *TargetingOptions) {
|
||||||
// TODO: Implement group targeting when group system is available
|
// TODO: Implement group targeting when group system is available
|
||||||
// This would:
|
// This would:
|
||||||
// 1. Get the caster's group
|
// 1. Get the caster's group
|
||||||
@ -137,14 +137,14 @@ func (st *SpellTargeting) getGroupTargets(luaSpell *LuaSpell, result *TargetingR
|
|||||||
}
|
}
|
||||||
|
|
||||||
// getGroupAETargets handles group area effect spells
|
// getGroupAETargets handles group area effect spells
|
||||||
func (st *SpellTargeting) getGroupAETargets(luaSpell *LuaSpell, result *TargetingResult, options *TargetingOptions) {
|
func (st *SpellTargeting) getGroupAETargets(luaSpell *ActiveSpell, result *TargetingResult, options *TargetingOptions) {
|
||||||
// TODO: Implement group AE targeting
|
// TODO: Implement group AE targeting
|
||||||
// This is similar to group targeting but may include pets and other considerations
|
// This is similar to group targeting but may include pets and other considerations
|
||||||
st.getGroupTargets(luaSpell, result, options)
|
st.getGroupTargets(luaSpell, result, options)
|
||||||
}
|
}
|
||||||
|
|
||||||
// getAETargets handles area effect spells (true AOE)
|
// getAETargets handles area effect spells (true AOE)
|
||||||
func (st *SpellTargeting) getAETargets(luaSpell *LuaSpell, result *TargetingResult, options *TargetingOptions) {
|
func (st *SpellTargeting) getAETargets(luaSpell *ActiveSpell, result *TargetingResult, options *TargetingOptions) {
|
||||||
// TODO: Implement AOE targeting when zone system is available
|
// TODO: Implement AOE targeting when zone system is available
|
||||||
// This would:
|
// This would:
|
||||||
// 1. Get the spell's radius from spell data
|
// 1. Get the spell's radius from spell data
|
||||||
@ -171,7 +171,7 @@ func (st *SpellTargeting) getAETargets(luaSpell *LuaSpell, result *TargetingResu
|
|||||||
}
|
}
|
||||||
|
|
||||||
// getPBAETargets handles point-blank area effect spells (centered on caster)
|
// getPBAETargets handles point-blank area effect spells (centered on caster)
|
||||||
func (st *SpellTargeting) getPBAETargets(luaSpell *LuaSpell, result *TargetingResult, options *TargetingOptions) {
|
func (st *SpellTargeting) getPBAETargets(luaSpell *ActiveSpell, result *TargetingResult, options *TargetingOptions) {
|
||||||
// TODO: Implement PBAE targeting when zone system is available
|
// TODO: Implement PBAE targeting when zone system is available
|
||||||
// This is similar to AE but centered on the caster instead of a target location
|
// This is similar to AE but centered on the caster instead of a target location
|
||||||
|
|
||||||
@ -183,7 +183,7 @@ func (st *SpellTargeting) getPBAETargets(luaSpell *LuaSpell, result *TargetingRe
|
|||||||
}
|
}
|
||||||
|
|
||||||
// isValidTarget validates whether a target is valid for a spell
|
// isValidTarget validates whether a target is valid for a spell
|
||||||
func (st *SpellTargeting) isValidTarget(luaSpell *LuaSpell, targetID int32, options *TargetingOptions) bool {
|
func (st *SpellTargeting) isValidTarget(luaSpell *ActiveSpell, targetID int32, options *TargetingOptions) bool {
|
||||||
if targetID == 0 {
|
if targetID == 0 {
|
||||||
return false
|
return false
|
||||||
}
|
}
|
||||||
@ -235,7 +235,7 @@ func (st *SpellTargeting) ValidateLineOfSight(casterID, targetID int32, options
|
|||||||
|
|
||||||
// GetPlayerGroupTargets gets valid group member targets for a spell
|
// GetPlayerGroupTargets gets valid group member targets for a spell
|
||||||
// This is converted from C++ SpellProcess::GetPlayerGroupTargets
|
// This is converted from C++ SpellProcess::GetPlayerGroupTargets
|
||||||
func (st *SpellTargeting) GetPlayerGroupTargets(targetPlayerID, casterID int32, luaSpell *LuaSpell, options *TargetingOptions) bool {
|
func (st *SpellTargeting) GetPlayerGroupTargets(targetPlayerID, casterID int32, luaSpell *ActiveSpell, options *TargetingOptions) bool {
|
||||||
// TODO: Implement when group system is available
|
// TODO: Implement when group system is available
|
||||||
// This would:
|
// This would:
|
||||||
// 1. Get the target player's group
|
// 1. Get the target player's group
|
||||||
@ -253,7 +253,7 @@ func (st *SpellTargeting) GetPlayerGroupTargets(targetPlayerID, casterID int32,
|
|||||||
}
|
}
|
||||||
|
|
||||||
// AddSelfAndPet adds caster and their pet to spell targets
|
// AddSelfAndPet adds caster and their pet to spell targets
|
||||||
func (st *SpellTargeting) AddSelfAndPet(luaSpell *LuaSpell, casterID int32, onlyPet bool) {
|
func (st *SpellTargeting) AddSelfAndPet(luaSpell *ActiveSpell, casterID int32, onlyPet bool) {
|
||||||
if !onlyPet && casterID != 0 {
|
if !onlyPet && casterID != 0 {
|
||||||
luaSpell.AddTarget(casterID)
|
luaSpell.AddTarget(casterID)
|
||||||
}
|
}
|
||||||
@ -266,7 +266,7 @@ func (st *SpellTargeting) AddSelfAndPet(luaSpell *LuaSpell, casterID int32, only
|
|||||||
}
|
}
|
||||||
|
|
||||||
// AddNPCGroupOrSelfTarget adds NPC group members or self to targets
|
// AddNPCGroupOrSelfTarget adds NPC group members or self to targets
|
||||||
func (st *SpellTargeting) AddNPCGroupOrSelfTarget(luaSpell *LuaSpell, targetID int32) {
|
func (st *SpellTargeting) AddNPCGroupOrSelfTarget(luaSpell *ActiveSpell, targetID int32) {
|
||||||
// TODO: Implement NPC group targeting when NPC AI system is available
|
// TODO: Implement NPC group targeting when NPC AI system is available
|
||||||
// NPCs may have different grouping mechanics than players
|
// NPCs may have different grouping mechanics than players
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user