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Use accessors for mob/player stats #210

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@Volte6

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@Volte6

Currently stats are structure properties. This makes it hard to change or add new stats.

  • Refactor character.Stats into a custom type of map[string]stats.StatInfo
  • Create character.Stats.Get("strength")
    • Should return 0 (zero) if stat does not exist.
    • Consider a stat definition datafile that can define supported stats and their behaviors such as:
      • Min/Max ranges, including negative numbers
      • Whether value returned by Get() is calculated logarithmically or linearly.
  • Create character.Stats.Set("strength", 1)
    • This will overwrite and set the value of the stat to this value.
  • Create character.Stats.Modify("strength", 2)
    • This will adjust the stat by the provided int

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