package monsters import ( "fmt" "dk/internal/database" "zombiezen.com/go/sqlite" ) // Monster represents a monster in the database type Monster struct { ID int `json:"id"` Name string `json:"name"` MaxHP int `json:"max_hp"` MaxDmg int `json:"max_dmg"` Armor int `json:"armor"` Level int `json:"level"` MaxExp int `json:"max_exp"` MaxGold int `json:"max_gold"` Immune int `json:"immune"` } // Immunity constants for monster immunity types const ( ImmuneNone = 0 ImmuneHurt = 1 // Immune to Hurt spells ImmuneSleep = 2 // Immune to Sleep spells ) // Find retrieves a monster by ID func Find(id int) (*Monster, error) { monster := &Monster{} query := "SELECT id, name, max_hp, max_dmg, armor, level, max_exp, max_gold, immune FROM monsters WHERE id = ?" err := database.Query(query, func(stmt *sqlite.Stmt) error { monster.ID = stmt.ColumnInt(0) monster.Name = stmt.ColumnText(1) monster.MaxHP = stmt.ColumnInt(2) monster.MaxDmg = stmt.ColumnInt(3) monster.Armor = stmt.ColumnInt(4) monster.Level = stmt.ColumnInt(5) monster.MaxExp = stmt.ColumnInt(6) monster.MaxGold = stmt.ColumnInt(7) monster.Immune = stmt.ColumnInt(8) return nil }, id) if err != nil { return nil, fmt.Errorf("failed to find monster: %w", err) } if monster.ID == 0 { return nil, fmt.Errorf("monster with ID %d not found", id) } return monster, nil } // All retrieves all monsters func All() ([]*Monster, error) { var monsters []*Monster query := "SELECT id, name, max_hp, max_dmg, armor, level, max_exp, max_gold, immune FROM monsters ORDER BY level, id" err := database.Query(query, func(stmt *sqlite.Stmt) error { monster := &Monster{ ID: stmt.ColumnInt(0), Name: stmt.ColumnText(1), MaxHP: stmt.ColumnInt(2), MaxDmg: stmt.ColumnInt(3), Armor: stmt.ColumnInt(4), Level: stmt.ColumnInt(5), MaxExp: stmt.ColumnInt(6), MaxGold: stmt.ColumnInt(7), Immune: stmt.ColumnInt(8), } monsters = append(monsters, monster) return nil }) if err != nil { return nil, fmt.Errorf("failed to retrieve all monsters: %w", err) } return monsters, nil } // ByLevel retrieves monsters by level func ByLevel(level int) ([]*Monster, error) { var monsters []*Monster query := "SELECT id, name, max_hp, max_dmg, armor, level, max_exp, max_gold, immune FROM monsters WHERE level = ? ORDER BY id" err := database.Query(query, func(stmt *sqlite.Stmt) error { monster := &Monster{ ID: stmt.ColumnInt(0), Name: stmt.ColumnText(1), MaxHP: stmt.ColumnInt(2), MaxDmg: stmt.ColumnInt(3), Armor: stmt.ColumnInt(4), Level: stmt.ColumnInt(5), MaxExp: stmt.ColumnInt(6), MaxGold: stmt.ColumnInt(7), Immune: stmt.ColumnInt(8), } monsters = append(monsters, monster) return nil }, level) if err != nil { return nil, fmt.Errorf("failed to retrieve monsters by level: %w", err) } return monsters, nil } // ByLevelRange retrieves monsters within a level range (inclusive) func ByLevelRange(minLevel, maxLevel int) ([]*Monster, error) { var monsters []*Monster query := "SELECT id, name, max_hp, max_dmg, armor, level, max_exp, max_gold, immune FROM monsters WHERE level BETWEEN ? AND ? ORDER BY level, id" err := database.Query(query, func(stmt *sqlite.Stmt) error { monster := &Monster{ ID: stmt.ColumnInt(0), Name: stmt.ColumnText(1), MaxHP: stmt.ColumnInt(2), MaxDmg: stmt.ColumnInt(3), Armor: stmt.ColumnInt(4), Level: stmt.ColumnInt(5), MaxExp: stmt.ColumnInt(6), MaxGold: stmt.ColumnInt(7), Immune: stmt.ColumnInt(8), } monsters = append(monsters, monster) return nil }, minLevel, maxLevel) if err != nil { return nil, fmt.Errorf("failed to retrieve monsters by level range: %w", err) } return monsters, nil } // ByImmunity retrieves monsters by immunity type func ByImmunity(immunityType int) ([]*Monster, error) { var monsters []*Monster query := "SELECT id, name, max_hp, max_dmg, armor, level, max_exp, max_gold, immune FROM monsters WHERE immune = ? ORDER BY level, id" err := database.Query(query, func(stmt *sqlite.Stmt) error { monster := &Monster{ ID: stmt.ColumnInt(0), Name: stmt.ColumnText(1), MaxHP: stmt.ColumnInt(2), MaxDmg: stmt.ColumnInt(3), Armor: stmt.ColumnInt(4), Level: stmt.ColumnInt(5), MaxExp: stmt.ColumnInt(6), MaxGold: stmt.ColumnInt(7), Immune: stmt.ColumnInt(8), } monsters = append(monsters, monster) return nil }, immunityType) if err != nil { return nil, fmt.Errorf("failed to retrieve monsters by immunity: %w", err) } return monsters, nil } // Save updates an existing monster in the database func (m *Monster) Save() error { if m.ID == 0 { return fmt.Errorf("cannot save monster without ID") } query := `UPDATE monsters SET name = ?, max_hp = ?, max_dmg = ?, armor = ?, level = ?, max_exp = ?, max_gold = ?, immune = ? WHERE id = ?` return database.Exec(query, m.Name, m.MaxHP, m.MaxDmg, m.Armor, m.Level, m.MaxExp, m.MaxGold, m.Immune, m.ID) } // Delete removes the monster from the database func (m *Monster) Delete() error { if m.ID == 0 { return fmt.Errorf("cannot delete monster without ID") } query := "DELETE FROM monsters WHERE id = ?" return database.Exec(query, m.ID) } // IsHurtImmune returns true if the monster is immune to Hurt spells func (m *Monster) IsHurtImmune() bool { return m.Immune == ImmuneHurt } // IsSleepImmune returns true if the monster is immune to Sleep spells func (m *Monster) IsSleepImmune() bool { return m.Immune == ImmuneSleep } // HasImmunity returns true if the monster has any immunity func (m *Monster) HasImmunity() bool { return m.Immune != ImmuneNone } // ImmunityName returns the string representation of the monster's immunity func (m *Monster) ImmunityName() string { switch m.Immune { case ImmuneNone: return "None" case ImmuneHurt: return "Hurt Spells" case ImmuneSleep: return "Sleep Spells" default: return "Unknown" } } // DifficultyRating calculates a simple difficulty rating based on stats func (m *Monster) DifficultyRating() float64 { // Simple formula: (HP + Damage + Armor) / Level // Higher values indicate tougher monsters relative to their level if m.Level == 0 { return 0 } return float64(m.MaxHP+m.MaxDmg+m.Armor) / float64(m.Level) } // ExpPerHP returns the experience reward per hit point (efficiency metric) func (m *Monster) ExpPerHP() float64 { if m.MaxHP == 0 { return 0 } return float64(m.MaxExp) / float64(m.MaxHP) } // GoldPerHP returns the gold reward per hit point (efficiency metric) func (m *Monster) GoldPerHP() float64 { if m.MaxHP == 0 { return 0 } return float64(m.MaxGold) / float64(m.MaxHP) }