eq2go/internal/player/stubs.go
2025-08-06 17:55:41 -05:00

529 lines
14 KiB
Go

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
}