679 lines
23 KiB
Go
679 lines
23 KiB
Go
package world
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import (
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"fmt"
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"sync"
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"eq2emu/internal/database"
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"eq2emu/internal/items"
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)
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// ItemManager manages items for the world server
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type ItemManager struct {
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masterItemList *items.MasterItemList
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itemSystemAdapter *items.ItemSystemAdapter
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database *database.Database
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world *World // Reference to world server
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// World-specific item tracking
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playerInventories map[uint32]*items.PlayerItemList // Player ID -> Inventory
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playerEquipment map[uint32]*items.EquipmentItemList // Player ID -> Equipment
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worldDrops map[int32][]*items.Item // Zone ID -> Ground items
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mutex sync.RWMutex
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}
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// NewItemManager creates a new item manager for the world server
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func NewItemManager(db *database.Database) *ItemManager {
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// Create master item list
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masterList := items.NewMasterItemList()
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// Create adapters for the item system
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dbAdapter := &WorldItemDatabaseAdapter{db: db}
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playerAdapter := &WorldItemPlayerAdapter{}
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packetAdapter := &WorldItemPacketAdapter{}
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ruleAdapter := &WorldItemRuleAdapter{}
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// Create mock adapters for optional dependencies
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questAdapter := &MockItemQuestAdapter{}
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brokerAdapter := &MockItemBrokerAdapter{}
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craftingAdapter := &MockItemCraftingAdapter{}
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housingAdapter := &MockItemHousingAdapter{}
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// Create loot manager adapter
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lootAdapter := &WorldItemLootAdapter{}
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// Create item system adapter
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systemAdapter := items.NewItemSystemAdapter(
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masterList,
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nil, // SpellManager - will be set later when spells are integrated
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playerAdapter,
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packetAdapter,
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ruleAdapter,
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dbAdapter,
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questAdapter,
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brokerAdapter,
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craftingAdapter,
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housingAdapter,
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lootAdapter,
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)
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return &ItemManager{
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masterItemList: masterList,
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itemSystemAdapter: systemAdapter,
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database: db,
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playerInventories: make(map[uint32]*items.PlayerItemList),
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playerEquipment: make(map[uint32]*items.EquipmentItemList),
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worldDrops: make(map[int32][]*items.Item),
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}
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}
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// SetWorld sets the world server reference
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func (im *ItemManager) SetWorld(world *World) {
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im.world = world
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}
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// LoadItems loads all item templates and data from database
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func (im *ItemManager) LoadItems() error {
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fmt.Println("Loading item data...")
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// Initialize the item system adapter
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err := im.itemSystemAdapter.Initialize()
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if err != nil {
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return fmt.Errorf("failed to initialize item system: %w", err)
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}
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stats := im.masterItemList.GetStats()
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fmt.Printf("Loaded %d item templates\n", stats.TotalItems)
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return nil
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}
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// GetPlayerInventory gets a player's inventory
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func (im *ItemManager) GetPlayerInventory(playerID uint32) (*items.PlayerItemList, error) {
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im.mutex.RLock()
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defer im.mutex.RUnlock()
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return im.itemSystemAdapter.GetPlayerInventory(playerID)
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}
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// GetPlayerEquipment gets a player's equipment
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func (im *ItemManager) GetPlayerEquipment(playerID uint32, appearanceType int8) (*items.EquipmentItemList, error) {
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im.mutex.RLock()
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defer im.mutex.RUnlock()
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return im.itemSystemAdapter.GetPlayerEquipment(playerID, appearanceType)
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}
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// GiveItemToPlayer gives an item to a player
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func (im *ItemManager) GiveItemToPlayer(playerID uint32, itemID int32, quantity int16) error {
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return im.itemSystemAdapter.GiveItemToPlayer(playerID, itemID, quantity, items.NotSet)
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}
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// RemoveItemFromPlayer removes an item from a player
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func (im *ItemManager) RemoveItemFromPlayer(playerID uint32, uniqueID int32, quantity int16) error {
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return im.itemSystemAdapter.RemoveItemFromPlayer(playerID, uniqueID, quantity)
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}
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// EquipItem equips an item for a player
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func (im *ItemManager) EquipItem(playerID uint32, uniqueID int32, slot int8) error {
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return im.itemSystemAdapter.EquipItem(playerID, uniqueID, slot, 0) // Base equipment
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}
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// UnequipItem unequips an item for a player
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func (im *ItemManager) UnequipItem(playerID uint32, slot int8) error {
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return im.itemSystemAdapter.UnequipItem(playerID, slot, 0) // Base equipment
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}
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// MoveItem moves an item within a player's inventory
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func (im *ItemManager) MoveItem(playerID uint32, fromBagID int32, fromSlot int16, toBagID int32, toSlot int16) error {
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return im.itemSystemAdapter.MoveItem(playerID, fromBagID, fromSlot, toBagID, toSlot, 0) // Base equipment
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}
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// CreateWorldDrop creates an item drop in the world
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func (im *ItemManager) CreateWorldDrop(itemID int32, quantity int16, x, y, z float32, zoneID int32) error {
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im.mutex.Lock()
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defer im.mutex.Unlock()
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// Get item template
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itemTemplate := im.masterItemList.GetItem(itemID)
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if itemTemplate == nil {
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return fmt.Errorf("item template not found: %d", itemID)
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}
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// Create item instance
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item := items.NewItemFromTemplate(itemTemplate)
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item.Details.Count = quantity
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// Set position data (would normally be in a WorldItem wrapper)
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// TODO: Create WorldItem wrapper with position data
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// Add to world drops tracking
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im.worldDrops[zoneID] = append(im.worldDrops[zoneID], item)
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fmt.Printf("Created world drop: %s x%d at (%.2f, %.2f, %.2f) in zone %d\n",
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item.Name, quantity, x, y, z, zoneID)
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return nil
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}
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// GetWorldDrops gets all ground items in a zone
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func (im *ItemManager) GetWorldDrops(zoneID int32) []*items.Item {
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im.mutex.RLock()
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defer im.mutex.RUnlock()
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if drops, exists := im.worldDrops[zoneID]; exists {
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// Return a copy to avoid concurrent modification
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result := make([]*items.Item, len(drops))
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copy(result, drops)
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return result
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}
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return nil
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}
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// PickupWorldDrop handles picking up a ground item
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func (im *ItemManager) PickupWorldDrop(playerID uint32, itemUniqueID int32, zoneID int32) error {
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im.mutex.Lock()
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defer im.mutex.Unlock()
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// Find the item in world drops
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drops, exists := im.worldDrops[zoneID]
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if !exists {
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return fmt.Errorf("no drops in zone %d", zoneID)
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}
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var foundItem *items.Item
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var itemIndex int = -1
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for i, item := range drops {
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if int32(item.Details.UniqueID) == itemUniqueID {
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foundItem = item
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itemIndex = i
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break
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}
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}
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if foundItem == nil {
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return fmt.Errorf("item not found: %d", itemUniqueID)
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}
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// Try to give item to player
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err := im.GiveItemToPlayer(playerID, foundItem.Details.ItemID, foundItem.Details.Count)
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if err != nil {
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return fmt.Errorf("failed to give item to player: %w", err)
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}
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// Remove from world drops
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im.worldDrops[zoneID] = append(drops[:itemIndex], drops[itemIndex+1:]...)
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fmt.Printf("Player %d picked up item: %s x%d\n", playerID, foundItem.Name, foundItem.Details.Count)
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return nil
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}
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// GenerateLootForNPC generates loot for an NPC kill
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func (im *ItemManager) GenerateLootForNPC(npcID int32, killerLevel int16) ([]*items.Item, error) {
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// TODO: Implement proper loot table lookup and generation
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// For now, create some basic test loot
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testLoot := []*items.Item{}
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// Example: Generate some coins based on NPC level
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// This would normally come from loot tables in the database
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fmt.Printf("Generated loot for NPC %d (placeholder implementation)\n", npcID)
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return testLoot, nil
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}
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// OnPlayerLogin handles player login - loads their item data
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func (im *ItemManager) OnPlayerLogin(playerID uint32) error {
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fmt.Printf("Loading item data for player %d...\n", playerID)
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// Pre-load player inventory and equipment
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_, err := im.GetPlayerInventory(playerID)
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if err != nil {
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return fmt.Errorf("failed to load player inventory: %w", err)
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}
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_, err = im.GetPlayerEquipment(playerID, items.BaseEquipment)
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if err != nil {
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return fmt.Errorf("failed to load player equipment: %w", err)
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}
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fmt.Printf("Item data loaded for player %d\n", playerID)
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return nil
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}
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// OnPlayerLogout handles player logout - saves and clears their item data
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func (im *ItemManager) OnPlayerLogout(playerID uint32) error {
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fmt.Printf("Saving item data for player %d...\n", playerID)
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// Save player data
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err := im.itemSystemAdapter.SavePlayerData(playerID)
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if err != nil {
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return fmt.Errorf("failed to save player data: %w", err)
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}
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// Clear cached data
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im.itemSystemAdapter.ClearPlayerData(playerID)
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fmt.Printf("Item data saved and cleared for player %d\n", playerID)
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return nil
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}
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// GetItemTemplate gets an item template by ID
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func (im *ItemManager) GetItemTemplate(itemID int32) *items.Item {
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return im.masterItemList.GetItem(itemID)
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}
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// SearchItems searches for item templates by name
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func (im *ItemManager) SearchItems(name string, maxResults int32) []*items.Item {
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// TODO: Implement proper search - for now return empty slice
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return []*items.Item{}
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}
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// GetStatistics returns item system statistics
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func (im *ItemManager) GetStatistics() map[string]interface{} {
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im.mutex.RLock()
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defer im.mutex.RUnlock()
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systemStats := im.itemSystemAdapter.GetSystemStats()
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// Add world-specific statistics
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totalWorldDrops := 0
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for _, drops := range im.worldDrops {
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totalWorldDrops += len(drops)
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}
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result := make(map[string]interface{})
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for k, v := range systemStats {
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result[k] = v
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}
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result["world_drops"] = totalWorldDrops
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result["zones_with_drops"] = len(im.worldDrops)
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return result
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}
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// ValidatePlayerItems validates a player's items
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func (im *ItemManager) ValidatePlayerItems(playerID uint32) *items.ItemValidationResult {
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return im.itemSystemAdapter.ValidatePlayerItems(playerID)
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}
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// Shutdown gracefully shuts down the item manager
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func (im *ItemManager) Shutdown() {
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fmt.Println("Shutting down item manager...")
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im.mutex.Lock()
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defer im.mutex.Unlock()
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// Clear all tracking
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im.playerInventories = make(map[uint32]*items.PlayerItemList)
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im.playerEquipment = make(map[uint32]*items.EquipmentItemList)
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im.worldDrops = make(map[int32][]*items.Item)
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fmt.Println("Item manager shutdown complete")
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}
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// WorldItemDatabaseAdapter adapts the world database for item use
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type WorldItemDatabaseAdapter struct {
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db *database.Database
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}
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// LoadItems implements items.DatabaseService interface
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func (wdb *WorldItemDatabaseAdapter) LoadItems(masterList *items.MasterItemList) error {
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fmt.Println("Loading items from database...")
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// Load item templates from database
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rows, err := wdb.db.Query(`
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SELECT id, name, item_type, icon, description, tier, level, classes, races,
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adventure_classes, tradeskill_classes, stack_count, weight, generic_info,
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bag_info, food_info, weapon_info, ranged_info, details, appearance
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FROM items
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ORDER BY id
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`)
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if err != nil {
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return fmt.Errorf("failed to query items: %w", err)
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}
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defer rows.Close()
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itemCount := 0
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for rows.Next() {
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// Create new item from database data
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item := items.NewItem()
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var id, itemType, icon, tier, level, stackCount int32
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var weight, genericInfo, bagInfo, foodInfo, weaponInfo, rangedInfo int32
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var details, appearance int32
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var name, description, classes, races, adventureClasses, tradeskillClasses string
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err := rows.Scan(&id, &name, &itemType, &icon, &description, &tier, &level,
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&classes, &races, &adventureClasses, &tradeskillClasses, &stackCount,
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&weight, &genericInfo, &bagInfo, &foodInfo, &weaponInfo, &rangedInfo,
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&details, &appearance)
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if err != nil {
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fmt.Printf("Error scanning item row: %v\n", err)
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continue
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}
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// Set item properties
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item.Details.ItemID = id
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item.Name = name
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item.Details.Icon = int16(icon)
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item.Description = description
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item.Details.Tier = int8(tier)
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item.Details.RecommendedLevel = int16(level)
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item.StackCount = int16(stackCount)
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// TODO: Set weight when field is available
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// item.Weight = weight
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// TODO: Parse class/race strings and set appropriate fields
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// item.SetClasses(parseClassString(classes))
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// item.SetRaces(parseRaceString(races))
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// Add to master list
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masterList.AddItem(item)
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itemCount++
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}
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if err := rows.Err(); err != nil {
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return fmt.Errorf("error iterating item rows: %w", err)
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}
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fmt.Printf("Successfully loaded %d item templates from database\n", itemCount)
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return nil
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}
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// SaveItem implements items.DatabaseService interface
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func (wdb *WorldItemDatabaseAdapter) SaveItem(item *items.Item) error {
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// TODO: Implement item template saving
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fmt.Printf("Saving item template: %s (ID: %d) - not yet implemented\n", item.Name, item.Details.ItemID)
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return nil
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}
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// DeleteItem implements items.DatabaseService interface
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func (wdb *WorldItemDatabaseAdapter) DeleteItem(itemID int32) error {
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// TODO: Implement item template deletion
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fmt.Printf("Deleting item template: %d - not yet implemented\n", itemID)
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return nil
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}
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// LoadPlayerItems implements items.DatabaseService interface
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func (wdb *WorldItemDatabaseAdapter) LoadPlayerItems(playerID uint32) (*items.PlayerItemList, error) {
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// TODO: Implement player inventory loading from database
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fmt.Printf("Loading player inventory for player %d - creating empty inventory\n", playerID)
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return items.NewPlayerItemList(), nil
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}
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// SavePlayerItems implements items.DatabaseService interface
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func (wdb *WorldItemDatabaseAdapter) SavePlayerItems(playerID uint32, itemList *items.PlayerItemList) error {
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// TODO: Implement player inventory saving to database
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fmt.Printf("Saving player inventory for player %d - not yet implemented\n", playerID)
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return nil
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}
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// LoadPlayerEquipment implements items.DatabaseService interface
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func (wdb *WorldItemDatabaseAdapter) LoadPlayerEquipment(playerID uint32, appearanceType int8) (*items.EquipmentItemList, error) {
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// TODO: Implement player equipment loading from database
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fmt.Printf("Loading player equipment for player %d (type %d) - creating empty equipment\n", playerID, appearanceType)
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equipment := items.NewEquipmentItemList()
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equipment.SetAppearanceType(appearanceType)
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return equipment, nil
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}
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// SavePlayerEquipment implements items.DatabaseService interface
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func (wdb *WorldItemDatabaseAdapter) SavePlayerEquipment(playerID uint32, equipment *items.EquipmentItemList) error {
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// TODO: Implement player equipment saving to database
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fmt.Printf("Saving player equipment for player %d - not yet implemented\n", playerID)
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return nil
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}
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// LoadItemStats implements items.DatabaseService interface
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func (wdb *WorldItemDatabaseAdapter) LoadItemStats() (map[string]int32, map[int32]string, error) {
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// TODO: Implement item stat mapping loading
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fmt.Println("Loading item stats - using placeholder data")
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statsStrings := map[string]int32{
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"health": 1,
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"power": 2,
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"strength": 3,
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"stamina": 4,
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"agility": 5,
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"wisdom": 6,
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"intelligence": 7,
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}
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statsIDs := map[int32]string{
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1: "health",
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2: "power",
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3: "strength",
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4: "stamina",
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5: "agility",
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6: "wisdom",
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7: "intelligence",
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}
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return statsStrings, statsIDs, nil
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}
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// SaveItemStat implements items.DatabaseService interface
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func (wdb *WorldItemDatabaseAdapter) SaveItemStat(statID int32, statName string) error {
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// TODO: Implement item stat mapping saving
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fmt.Printf("Saving item stat mapping: %d = %s - not yet implemented\n", statID, statName)
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return nil
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}
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// WorldItemPlayerAdapter adapts world player functionality for items
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type WorldItemPlayerAdapter struct{}
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// GetPlayer implements items.PlayerManager interface
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func (wpa *WorldItemPlayerAdapter) GetPlayer(playerID uint32) (items.Player, error) {
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// TODO: Get actual player from world server when player system is integrated
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return &MockPlayer{id: playerID, name: fmt.Sprintf("Player_%d", playerID), level: 50}, nil
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}
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// GetPlayerLevel implements items.PlayerManager interface
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func (wpa *WorldItemPlayerAdapter) GetPlayerLevel(playerID uint32) (int16, error) {
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// TODO: Get actual player level from world server
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return 50, nil // Placeholder
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}
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// GetPlayerClass implements items.PlayerManager interface
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func (wpa *WorldItemPlayerAdapter) GetPlayerClass(playerID uint32) (int8, error) {
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// TODO: Get actual player class from world server
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return 1, nil // Placeholder
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}
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// GetPlayerRace implements items.PlayerManager interface
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func (wpa *WorldItemPlayerAdapter) GetPlayerRace(playerID uint32) (int8, error) {
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// TODO: Get actual player race from world server
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return 1, nil // Placeholder
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}
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// SendMessageToPlayer implements items.PlayerManager interface
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func (wpa *WorldItemPlayerAdapter) SendMessageToPlayer(playerID uint32, channel int8, message string) error {
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// TODO: Send actual message via world server
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fmt.Printf("[CHAT] Player %d: %s\n", playerID, message)
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return nil
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}
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// GetPlayerName implements items.PlayerManager interface
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func (wpa *WorldItemPlayerAdapter) GetPlayerName(playerID uint32) (string, error) {
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// TODO: Get actual player name from world server
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return fmt.Sprintf("Player_%d", playerID), nil
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}
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// WorldItemPacketAdapter adapts world packet functionality for items
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type WorldItemPacketAdapter struct{}
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// SendPacketToPlayer implements items.PacketManager interface
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func (wpa *WorldItemPacketAdapter) SendPacketToPlayer(playerID uint32, packetData []byte) error {
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// TODO: Send actual packet via world server
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fmt.Printf("Sending item packet to player %d (%d bytes)\n", playerID, len(packetData))
|
|
return nil
|
|
}
|
|
|
|
// QueuePacketForPlayer implements items.PacketManager interface
|
|
func (wpa *WorldItemPacketAdapter) QueuePacketForPlayer(playerID uint32, packetData []byte) error {
|
|
// TODO: Queue packet via world server
|
|
fmt.Printf("Queuing item packet for player %d (%d bytes)\n", playerID, len(packetData))
|
|
return nil
|
|
}
|
|
|
|
// GetClientVersion implements items.PacketManager interface
|
|
func (wpa *WorldItemPacketAdapter) GetClientVersion(playerID uint32) (int16, error) {
|
|
// TODO: Get actual client version from world server
|
|
return 1096, nil // Default EQ2 client version
|
|
}
|
|
|
|
// SerializeItem implements items.PacketManager interface
|
|
func (wpa *WorldItemPacketAdapter) SerializeItem(item *items.Item, clientVersion int16, player items.Player) ([]byte, error) {
|
|
// TODO: Implement actual item serialization for network transmission
|
|
fmt.Printf("Serializing item %s for client version %d\n", item.Name, clientVersion)
|
|
return []byte{0x01, 0x02, 0x03}, nil // Placeholder data
|
|
}
|
|
|
|
// WorldItemRuleAdapter adapts world rules functionality for items
|
|
type WorldItemRuleAdapter struct{}
|
|
|
|
// GetBool implements items.RuleManager interface
|
|
func (wra *WorldItemRuleAdapter) GetBool(category, rule string) bool {
|
|
// TODO: Get actual rule values from world server rules system
|
|
fmt.Printf("Getting rule %s:%s (bool) - using default\n", category, rule)
|
|
return true // Default value
|
|
}
|
|
|
|
// GetInt32 implements items.RuleManager interface
|
|
func (wra *WorldItemRuleAdapter) GetInt32(category, rule string) int32 {
|
|
// TODO: Get actual rule values from world server rules system
|
|
fmt.Printf("Getting rule %s:%s (int32) - using default\n", category, rule)
|
|
return 100 // Default value
|
|
}
|
|
|
|
// GetFloat implements items.RuleManager interface
|
|
func (wra *WorldItemRuleAdapter) GetFloat(category, rule string) float32 {
|
|
// TODO: Get actual rule values from world server rules system
|
|
fmt.Printf("Getting rule %s:%s (float) - using default\n", category, rule)
|
|
return 1.0 // Default value
|
|
}
|
|
|
|
// GetString implements items.RuleManager interface
|
|
func (wra *WorldItemRuleAdapter) GetString(category, rule string) string {
|
|
// TODO: Get actual rule values from world server rules system
|
|
fmt.Printf("Getting rule %s:%s (string) - using default\n", category, rule)
|
|
return "default" // Default value
|
|
}
|
|
|
|
// WorldItemLootAdapter adapts world loot functionality for items
|
|
type WorldItemLootAdapter struct{}
|
|
|
|
// GenerateLoot implements items.LootManager interface
|
|
func (wla *WorldItemLootAdapter) GenerateLoot(lootTableID int32, playerLevel int16) ([]*items.Item, error) {
|
|
// TODO: Implement actual loot generation from loot tables
|
|
fmt.Printf("Generating loot from table %d for level %d player\n", lootTableID, playerLevel)
|
|
return []*items.Item{}, nil
|
|
}
|
|
|
|
// DistributeLoot implements items.LootManager interface
|
|
func (wla *WorldItemLootAdapter) DistributeLoot(lootItems []*items.Item, playerIDs []uint32, lootMethod int8) error {
|
|
// TODO: Implement actual loot distribution
|
|
fmt.Printf("Distributing %d items to %d players using method %d\n", len(lootItems), len(playerIDs), lootMethod)
|
|
return nil
|
|
}
|
|
|
|
// CanLootItem implements items.LootManager interface
|
|
func (wla *WorldItemLootAdapter) CanLootItem(playerID uint32, item *items.Item) bool {
|
|
// TODO: Implement actual loot permission checking
|
|
return true // Allow all looting for now
|
|
}
|
|
|
|
// Mock implementations for optional dependencies
|
|
|
|
// MockPlayer implements items.Player interface for testing
|
|
type MockPlayer struct {
|
|
id uint32
|
|
name string
|
|
level int16
|
|
adventureClass int8
|
|
tradeskillClass int8
|
|
race int8
|
|
gender int8
|
|
alignment int8
|
|
}
|
|
|
|
func (mp *MockPlayer) GetID() uint32 { return mp.id }
|
|
func (mp *MockPlayer) GetName() string { return mp.name }
|
|
func (mp *MockPlayer) GetLevel() int16 { return mp.level }
|
|
func (mp *MockPlayer) GetAdventureClass() int8 { return mp.adventureClass }
|
|
func (mp *MockPlayer) GetTradeskillClass() int8 { return mp.tradeskillClass }
|
|
func (mp *MockPlayer) GetRace() int8 { return mp.race }
|
|
func (mp *MockPlayer) GetGender() int8 { return mp.gender }
|
|
func (mp *MockPlayer) GetAlignment() int8 { return mp.alignment }
|
|
|
|
// MockItemQuestAdapter provides mock quest functionality
|
|
type MockItemQuestAdapter struct{}
|
|
|
|
func (mqa *MockItemQuestAdapter) CheckQuestPrerequisites(playerID uint32, questID int32) bool {
|
|
return true // Allow all for now
|
|
}
|
|
|
|
func (mqa *MockItemQuestAdapter) GetQuestRewards(questID int32) ([]*items.QuestRewardData, error) {
|
|
return []*items.QuestRewardData{}, nil
|
|
}
|
|
|
|
func (mqa *MockItemQuestAdapter) IsQuestItem(itemID int32) bool {
|
|
return false // No quest items for now
|
|
}
|
|
|
|
// MockItemBrokerAdapter provides mock broker functionality
|
|
type MockItemBrokerAdapter struct{}
|
|
|
|
func (mba *MockItemBrokerAdapter) SearchItems(criteria *items.ItemSearchCriteria) ([]*items.Item, error) {
|
|
return []*items.Item{}, nil
|
|
}
|
|
|
|
func (mba *MockItemBrokerAdapter) ListItem(playerID uint32, item *items.Item, price int64) error {
|
|
return fmt.Errorf("broker not implemented")
|
|
}
|
|
|
|
func (mba *MockItemBrokerAdapter) BuyItem(playerID uint32, itemID int32, sellerID uint32) error {
|
|
return fmt.Errorf("broker not implemented")
|
|
}
|
|
|
|
func (mba *MockItemBrokerAdapter) GetItemPrice(itemID int32) (int64, error) {
|
|
return 0, fmt.Errorf("broker not implemented")
|
|
}
|
|
|
|
// MockItemCraftingAdapter provides mock crafting functionality
|
|
type MockItemCraftingAdapter struct{}
|
|
|
|
func (mca *MockItemCraftingAdapter) CanCraftItem(playerID uint32, itemID int32) bool {
|
|
return false // No crafting for now
|
|
}
|
|
|
|
func (mca *MockItemCraftingAdapter) GetCraftingRequirements(itemID int32) ([]items.CraftingRequirement, error) {
|
|
return []items.CraftingRequirement{}, nil
|
|
}
|
|
|
|
func (mca *MockItemCraftingAdapter) CraftItem(playerID uint32, itemID int32, quality int8) (*items.Item, error) {
|
|
return nil, fmt.Errorf("crafting not implemented")
|
|
}
|
|
|
|
// MockItemHousingAdapter provides mock housing functionality
|
|
type MockItemHousingAdapter struct{}
|
|
|
|
func (mha *MockItemHousingAdapter) CanPlaceItem(playerID uint32, houseID int32, item *items.Item) bool {
|
|
return false // No housing for now
|
|
}
|
|
|
|
func (mha *MockItemHousingAdapter) PlaceItem(playerID uint32, houseID int32, item *items.Item, location items.HouseLocation) error {
|
|
return fmt.Errorf("housing not implemented")
|
|
}
|
|
|
|
func (mha *MockItemHousingAdapter) RemoveItem(playerID uint32, houseID int32, itemID int32) error {
|
|
return fmt.Errorf("housing not implemented")
|
|
}
|
|
|
|
func (mha *MockItemHousingAdapter) GetHouseItems(houseID int32) ([]*items.Item, error) {
|
|
return []*items.Item{}, nil
|
|
} |