package control import ( "fmt" "dk/internal/database" "dk/internal/helpers/scanner" "zombiezen.com/go/sqlite" ) // Control represents the game control settings in the database type Control struct { database.BaseModel ID int `db:"id" json:"id"` WorldSize int `db:"world_size" json:"world_size"` Open int `db:"open" json:"open"` AdminEmail string `db:"admin_email" json:"admin_email"` Class1Name string `db:"class_1_name" json:"class_1_name"` Class2Name string `db:"class_2_name" json:"class_2_name"` Class3Name string `db:"class_3_name" json:"class_3_name"` } func (c *Control) GetTableName() string { return "control" } func (c *Control) GetID() int { return c.ID } func (c *Control) SetID(id int) { c.ID = id } func (c *Control) Set(field string, value any) error { return database.Set(c, field, value) } func (c *Control) Save() error { return database.Save(c) } func (c *Control) Delete() error { return database.Delete(c) } // Creates a new Control with sensible defaults func New() *Control { return &Control{ WorldSize: 200, // Default world size Open: 1, // Default open for registration AdminEmail: "", // No admin email by default Class1Name: "Mage", // Default class names Class2Name: "Warrior", Class3Name: "Paladin", } } var controlScanner = scanner.New[Control]() // Returns the column list for control queries func controlColumns() string { return controlScanner.Columns() } // Populates a Control struct using the fast scanner func scanControl(stmt *sqlite.Stmt) *Control { control := &Control{} controlScanner.Scan(stmt, control) return control } // Retrieves the control record by ID (typically only ID 1 exists) func Find(id int) (*Control, error) { var control *Control query := `SELECT ` + controlColumns() + ` FROM control WHERE id = ?` err := database.Query(query, func(stmt *sqlite.Stmt) error { control = scanControl(stmt) return nil }, id) if err != nil { return nil, fmt.Errorf("failed to find control: %w", err) } if control == nil { return nil, fmt.Errorf("control with ID %d not found", id) } return control, nil } // Retrieves the main control record (ID 1) func Get() (*Control, error) { return Find(1) } // Saves a new control to the database and sets the ID func (c *Control) Insert() error { columns := `world_size, open, admin_email, class_1_name, class_2_name, class_3_name` values := []any{c.WorldSize, c.Open, c.AdminEmail, c.Class1Name, c.Class2Name, c.Class3Name} return database.Insert(c, columns, values...) } // Returns true if the game world is open for new players func (c *Control) IsOpen() bool { return c.Open == 1 } // Sets whether the game world is open for new players func (c *Control) SetOpen(open bool) { if open { c.Set("Open", 1) } else { c.Set("Open", 0) } } // Closes the game world to new players func (c *Control) Close() { c.Set("Open", 0) } // Opens the game world to new players func (c *Control) OpenWorld() { c.Set("Open", 1) } // Returns all class names as a slice func (c *Control) GetClassNames() []string { classes := make([]string, 0, 3) if c.Class1Name != "" { classes = append(classes, c.Class1Name) } if c.Class2Name != "" { classes = append(classes, c.Class2Name) } if c.Class3Name != "" { classes = append(classes, c.Class3Name) } return classes } // Sets all class names from a slice func (c *Control) SetClassNames(classes []string) { // Reset all class names c.Set("Class1Name", "") c.Set("Class2Name", "") c.Set("Class3Name", "") // Set provided class names if len(classes) > 0 { c.Set("Class1Name", classes[0]) } if len(classes) > 1 { c.Set("Class2Name", classes[1]) } if len(classes) > 2 { c.Set("Class3Name", classes[2]) } } // Returns the name of a specific class (1-3) func (c *Control) GetClassName(classNum int) string { switch classNum { case 1: return c.Class1Name case 2: return c.Class2Name case 3: return c.Class3Name default: return "" } } // Sets the name of a specific class (1-3) func (c *Control) SetClassName(classNum int, name string) bool { switch classNum { case 1: c.Set("Class1Name", name) return true case 2: c.Set("Class2Name", name) return true case 3: c.Set("Class3Name", name) return true default: return false } } // Returns true if the given name matches one of the configured classes func (c *Control) IsValidClassName(name string) bool { if name == "" { return false } return name == c.Class1Name || name == c.Class2Name || name == c.Class3Name } // Returns the class number (1-3) for a given class name, or 0 if not found func (c *Control) GetClassNumber(name string) int { if name == c.Class1Name && name != "" { return 1 } if name == c.Class2Name && name != "" { return 2 } if name == c.Class3Name && name != "" { return 3 } return 0 } // Returns true if an admin email is configured func (c *Control) HasAdminEmail() bool { return c.AdminEmail != "" } // Returns true if the world size is within reasonable bounds func (c *Control) IsWorldSizeValid() bool { return c.WorldSize > 0 && c.WorldSize <= 10000 } // Returns the world radius (half the world size) func (c *Control) GetWorldRadius() int { return c.WorldSize / 2 } // Returns true if the given coordinates are within world bounds func (c *Control) IsWithinWorldBounds(x, y int) bool { radius := c.GetWorldRadius() return x >= -radius && x <= radius && y >= -radius && y <= radius } // Returns the minimum and maximum coordinates for the world func (c *Control) GetWorldBounds() (minX, minY, maxX, maxY int) { radius := c.GetWorldRadius() return -radius, -radius, radius, radius }