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() interface{} { // 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 }