612 lines
15 KiB
Go

package functions
import (
"fmt"
"eq2emu/internal/events"
)
// Combat and AI Functions
// Attack makes the spawn attack a target
func Attack(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
target := ctx.GetTarget()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
// TODO: Implement attack system
ctx.Debug("Spawn %s attacking target %s (not yet implemented)", spawn.GetName(), target.GetName())
return nil
}
// AddHate adds hate/threat to the spawn's hate list
func AddHate(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
target := ctx.GetTarget()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
hateAmount := ctx.GetParameterFloat("hate", 0)
// TODO: Implement hate/threat system
ctx.Debug("Added %f hate from %s to %s (not yet implemented)", hateAmount, spawn.GetName(), target.GetName())
return nil
}
// ClearHate clears the spawn's hate list
func ClearHate(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement hate clearing
ctx.Debug("Cleared hate list for spawn %s (not yet implemented)", spawn.GetName())
return nil
}
// GetMostHated gets the most hated target
func GetMostHated(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement hate list management
// Return nil for now (no most hated)
ctx.SetResult("most_hated", nil)
return nil
}
// SetTarget sets the spawn's target
func SetTarget(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
target := ctx.GetTarget()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement target setting
if target != nil {
ctx.Debug("Set target for %s to %s (not yet implemented)", spawn.GetName(), target.GetName())
} else {
ctx.Debug("Cleared target for %s (not yet implemented)", spawn.GetName())
}
return nil
}
// GetTarget gets the spawn's current target
func GetTarget(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement target retrieval
ctx.SetResult("target", nil) // No target for now
return nil
}
// IsInCombat checks if the spawn is in combat
func IsInCombat(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement combat state tracking
ctx.SetResult("in_combat", false)
return nil
}
// SetInCombat sets the spawn's combat state
func SetInCombat(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
inCombat := ctx.GetParameterBool("in_combat", false)
// TODO: Implement combat state setting
ctx.Debug("Set combat state to %t for spawn %s (not yet implemented)", inCombat, spawn.GetName())
return nil
}
// SpellDamage deals spell damage to a target
func SpellDamage(ctx *events.EventContext) error {
caster := ctx.GetCaster()
target := ctx.GetTarget()
if caster == nil {
return fmt.Errorf("no caster in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
damage := ctx.GetParameterFloat("damage", 0)
damageType := ctx.GetParameterInt("damage_type", 0)
if damage <= 0 {
return fmt.Errorf("damage must be positive")
}
// TODO: Implement spell damage system with damage types, resistances, etc.
ctx.Debug("Spell damage %f (type %d) from %s to %s (not yet implemented)",
damage, damageType, caster.GetName(), target.GetName())
ctx.SetResult("damage_dealt", damage)
return nil
}
// SpellDamageExt deals extended spell damage with more options
func SpellDamageExt(ctx *events.EventContext) error {
caster := ctx.GetCaster()
target := ctx.GetTarget()
if caster == nil {
return fmt.Errorf("no caster in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
damage := ctx.GetParameterFloat("damage", 0)
damageType := ctx.GetParameterInt("damage_type", 0)
hitType := ctx.GetParameterInt("hit_type", 0)
spellID := ctx.GetParameterInt("spell_id", 0)
if damage <= 0 {
return fmt.Errorf("damage must be positive")
}
// TODO: Implement extended spell damage system
ctx.Debug("Extended spell damage %f (type %d, hit %d, spell %d) from %s to %s (not yet implemented)",
damage, damageType, hitType, spellID, caster.GetName(), target.GetName())
ctx.SetResult("damage_dealt", damage)
return nil
}
// DamageSpawn deals direct damage to a spawn
func DamageSpawn(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
damage := ctx.GetParameterFloat("damage", 0)
if damage <= 0 {
return fmt.Errorf("damage must be positive")
}
// Apply damage to HP
currentHP := float64(spawn.GetHP())
newHP := currentHP - damage
if newHP < 0 {
newHP = 0
}
spawn.SetHP(int32(newHP))
ctx.SetResult("damage_dealt", damage)
ctx.Debug("Dealt %f damage to spawn %s (new HP: %f)", damage, spawn.GetName(), newHP)
// Update alive state if necessary
if newHP <= 0 && spawn.IsAlive() {
spawn.SetAlive(false)
ctx.Debug("Spawn %s died from damage", spawn.GetName())
}
return nil
}
// ProcDamage handles proc-based damage
func ProcDamage(ctx *events.EventContext) error {
caster := ctx.GetCaster()
target := ctx.GetTarget()
if caster == nil {
return fmt.Errorf("no caster in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
damage := ctx.GetParameterFloat("damage", 0)
damageType := ctx.GetParameterInt("damage_type", 0)
if damage <= 0 {
return fmt.Errorf("damage must be positive")
}
// TODO: Implement proc damage system
ctx.Debug("Proc damage %f (type %d) from %s to %s (not yet implemented)",
damage, damageType, caster.GetName(), target.GetName())
ctx.SetResult("damage_dealt", damage)
return nil
}
// ProcHate handles proc-based hate generation
func ProcHate(ctx *events.EventContext) error {
caster := ctx.GetCaster()
target := ctx.GetTarget()
if caster == nil {
return fmt.Errorf("no caster in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
hateAmount := ctx.GetParameterFloat("hate", 0)
// TODO: Implement proc hate system
ctx.Debug("Proc hate %f from %s to %s (not yet implemented)", hateAmount, caster.GetName(), target.GetName())
return nil
}
// Knockback applies knockback effect to target
func Knockback(ctx *events.EventContext) error {
caster := ctx.GetCaster()
target := ctx.GetTarget()
if caster == nil {
return fmt.Errorf("no caster in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
distance := ctx.GetParameterFloat("distance", 5.0)
verticalLift := ctx.GetParameterFloat("vertical", 0.0)
// TODO: Implement knockback system
ctx.Debug("Knockback target %s distance %f with vertical %f from %s (not yet implemented)",
target.GetName(), distance, verticalLift, caster.GetName())
return nil
}
// Interrupt interrupts the target's spell casting
func Interrupt(ctx *events.EventContext) error {
target := ctx.GetTarget()
if target == nil {
return fmt.Errorf("no target in context")
}
// TODO: Implement interrupt system
ctx.Debug("Interrupted spell casting for %s (not yet implemented)", target.GetName())
return nil
}
// IsCasting checks if the spawn is currently casting
func IsCasting(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement casting state tracking
ctx.SetResult("is_casting", false)
return nil
}
// HasRecovered checks if the spawn has recovered from an action
func HasRecovered(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement recovery tracking
ctx.SetResult("has_recovered", true)
return nil
}
// ProcessMelee processes melee combat
func ProcessMelee(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement melee processing
ctx.Debug("Processing melee for spawn %s (not yet implemented)", spawn.GetName())
return nil
}
// ProcessSpell processes spell casting
func ProcessSpell(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement spell processing
ctx.Debug("Processing spells for spawn %s (not yet implemented)", spawn.GetName())
return nil
}
// LastSpellAttackHit checks if last spell attack hit
func LastSpellAttackHit(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement spell hit tracking
ctx.SetResult("last_spell_hit", false)
return nil
}
// IsBehind checks if spawn is behind target
func IsBehind(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
target := ctx.GetTarget()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
// TODO: Implement position-based behind check
ctx.SetResult("is_behind", false)
return nil
}
// IsFlanking checks if spawn is flanking target
func IsFlanking(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
target := ctx.GetTarget()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
// TODO: Implement position-based flanking check
ctx.SetResult("is_flanking", false)
return nil
}
// InFront checks if spawn is in front of target
func InFront(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
target := ctx.GetTarget()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
// TODO: Implement position-based front check
ctx.SetResult("in_front", false)
return nil
}
// GetEncounterSize gets the size of the current encounter
func GetEncounterSize(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement encounter tracking
ctx.SetResult("encounter_size", 0)
return nil
}
// GetEncounter gets the current encounter list
func GetEncounter(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement encounter retrieval
ctx.SetResult("encounter", []any{}) // Empty list for now
return nil
}
// GetHateList gets the spawn's hate list
func GetHateList(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement hate list retrieval
ctx.SetResult("hate_list", []any{}) // Empty list for now
return nil
}
// ClearEncounter clears the current encounter
func ClearEncounter(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement encounter clearing
ctx.Debug("Cleared encounter for spawn %s (not yet implemented)", spawn.GetName())
return nil
}
// ClearRunback clears runback behavior
func ClearRunback(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement runback clearing
ctx.Debug("Cleared runback for spawn %s (not yet implemented)", spawn.GetName())
return nil
}
// Runback initiates runback behavior
func Runback(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement runback behavior
ctx.Debug("Initiated runback for spawn %s (not yet implemented)", spawn.GetName())
return nil
}
// GetRunbackDistance gets the runback distance
func GetRunbackDistance(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement runback distance calculation
ctx.SetResult("runback_distance", 50.0) // Default runback distance
return nil
}
// CompareSpawns compares two spawns (for AI decision making)
func CompareSpawns(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
target := ctx.GetTarget()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
if target == nil {
return fmt.Errorf("no target in context")
}
// TODO: Implement spawn comparison logic
ctx.SetResult("comparison_result", 0) // Equal
return nil
}
// KillSpawn instantly kills a spawn
func KillSpawn(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
spawn.SetHP(0)
spawn.SetAlive(false)
ctx.Debug("Killed spawn %s", spawn.GetName())
return nil
}
// KillSpawnByDistance kills spawns within a distance
func KillSpawnByDistance(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
distance := ctx.GetParameterFloat("distance", 10.0)
// TODO: Implement distance-based killing
ctx.Debug("Killed spawns within distance %f of %s (not yet implemented)", distance, spawn.GetName())
return nil
}
// Resurrect resurrects a dead spawn
func Resurrect(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
hpPercent := ctx.GetParameterFloat("hp_percent", 100.0)
powerPercent := ctx.GetParameterFloat("power_percent", 100.0)
// Restore HP and power
maxHP := float64(spawn.GetTotalHP())
maxPower := float64(spawn.GetTotalPower())
newHP := maxHP * (hpPercent / 100.0)
newPower := maxPower * (powerPercent / 100.0)
spawn.SetHP(int32(newHP))
spawn.SetPower(int32(newPower))
spawn.SetAlive(true)
ctx.Debug("Resurrected spawn %s with %.1f%% HP and %.1f%% power",
spawn.GetName(), hpPercent, powerPercent)
return nil
}
// IsInvulnerable checks if spawn is invulnerable
func IsInvulnerable(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
// TODO: Implement invulnerability system
ctx.SetResult("is_invulnerable", false)
return nil
}
// SetInvulnerable sets spawn's invulnerability
func SetInvulnerable(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
invulnerable := ctx.GetParameterBool("invulnerable", false)
// TODO: Implement invulnerability system
ctx.Debug("Set invulnerable to %t for spawn %s (not yet implemented)", invulnerable, spawn.GetName())
return nil
}
// SetAttackable sets whether the spawn can be attacked
func SetAttackable(ctx *events.EventContext) error {
spawn := ctx.GetSpawn()
if spawn == nil {
return fmt.Errorf("no spawn in context")
}
attackable := ctx.GetParameterBool("attackable", true)
// TODO: Implement attackable flag
ctx.Debug("Set attackable to %t for spawn %s (not yet implemented)", attackable, spawn.GetName())
return nil
}