/* Package towns is the active record implementation for towns in the game. # Basic Usage To retrieve a town by ID: town, err := towns.Find(db, 1) if err != nil { log.Fatal(err) } fmt.Printf("Found town: %s at (%d,%d)\n", town.Name, town.X, town.Y) To get all towns: allTowns, err := towns.All(db) if err != nil { log.Fatal(err) } for _, town := range allTowns { fmt.Printf("Town: %s\n", town.Name) } To find a town by name: midworld, err := towns.ByName(db, "Midworld") if err != nil { log.Fatal(err) } To filter towns by affordability: cheapInns, err := towns.ByMaxInnCost(db, 25) if err != nil { log.Fatal(err) } affordableTP, err := towns.ByMaxTPCost(db, 50) if err != nil { log.Fatal(err) } To find nearby towns: nearbyTowns, err := towns.ByDistance(db, playerX, playerY, 100) if err != nil { log.Fatal(err) } # Creating Towns with Builder Pattern The package provides a fluent builder interface for creating new towns: town, err := towns.NewBuilder(db). WithName("New Settlement"). WithCoordinates(150, -75). WithInnCost(35). WithMapCost(125). WithTPCost(40). WithShopItems([]string{"1", "5", "10", "20"}). Create() if err != nil { log.Fatal(err) } fmt.Printf("Created town with ID: %d\n", town.ID) # Updating Towns Towns can be modified and saved back to the database: town, _ := towns.Find(db, 1) town.Name = "Enhanced Midworld" town.InnCost = 8 town.MapCost = 10 err := town.Save() if err != nil { log.Fatal(err) } # Deleting Towns Towns can be removed from the database: town, _ := towns.Find(db, 1) err := town.Delete() if err != nil { log.Fatal(err) } # Database Schema The towns table has the following structure: CREATE TABLE towns ( id INTEGER PRIMARY KEY AUTOINCREMENT, name TEXT NOT NULL, x INTEGER NOT NULL DEFAULT 0, y INTEGER NOT NULL DEFAULT 0, inn_cost INTEGER NOT NULL DEFAULT 0, map_cost INTEGER NOT NULL DEFAULT 0, tp_cost INTEGER NOT NULL DEFAULT 0, shop_list TEXT NOT NULL DEFAULT '' ) Where: - id: Unique identifier - name: Display name of the town - x, y: World coordinates for the town location - inn_cost: Cost in gold to rest at the inn - map_cost: Cost in gold to buy the world map from this town - tp_cost: Cost in gold to teleport to this town from elsewhere - shop_list: Comma-separated list of item IDs sold in the town shop # Town Economics ## Inn System Towns provide rest services through inns: if town.CanAffordInn(playerGold) { fmt.Printf("You can rest at %s for %d gold\n", town.Name, town.InnCost) } Inn costs typically increase with town size and distance from starting area. ## Map Purchase Maps can be bought from certain towns: if town.MapCost > 0 && town.CanAffordMap(playerGold) { fmt.Printf("Map available for %d gold at %s\n", town.MapCost, town.Name) } Not all towns sell maps (cost = 0 means unavailable). ## Teleportation Network Towns with teleport access allow fast travel: if town.TPCost > 0 && town.CanAffordTeleport(playerGold) { fmt.Printf("Can teleport to %s for %d gold\n", town.Name, town.TPCost) } Starting town (Midworld) typically has no teleport cost. # Shop System ## Item Management Towns have shops that sell specific items: shopItems := town.GetShopItems() fmt.Printf("%s sells %d different items\n", town.Name, len(shopItems)) if town.HasShopItem("5") { fmt.Println("This town sells item ID 5") } ## Shop Inventory Shop inventories are stored as comma-separated item ID lists: // Current inventory items := town.GetShopItems() // Returns []string{"1", "2", "3"} // Update inventory newItems := []string{"10", "15", "20", "25"} town.SetShopItems(newItems) town.Save() // Persist changes # Geographic Queries ## Coordinate System Towns exist on a 2D coordinate plane: fmt.Printf("%s is located at (%d, %d)\n", town.Name, town.X, town.Y) // Calculate distance between towns distance := town1.DistanceFrom(town2.X, town2.Y) ## Proximity Search Find towns within a certain distance: // Get all towns within 50 units of player position nearbyTowns, err := towns.ByDistance(db, playerX, playerY, 50) // Results are ordered by distance (closest first) if len(nearbyTowns) > 0 { closest := nearbyTowns[0] fmt.Printf("Closest town: %s\n", closest.Name) } ## Starting Location The starting town is identifiable: if town.IsStartingTown() { fmt.Println("This is where new players begin") } Starting towns are typically at coordinates (0, 0). # Cost-Based Queries ## Budget-Friendly Services Find towns within budget constraints: // Towns with affordable inns cheapInns, err := towns.ByMaxInnCost(db, playerGold) // Towns with affordable teleportation affordableTP, err := towns.ByMaxTPCost(db, playerGold) Results are ordered by cost (cheapest first). ## Service Availability Check what services a town offers: fmt.Printf("Services at %s:\n", town.Name) if town.InnCost > 0 { fmt.Printf("- Inn: %d gold\n", town.InnCost) } if town.MapCost > 0 { fmt.Printf("- Map: %d gold\n", town.MapCost) } if town.TPCost > 0 { fmt.Printf("- Teleport destination: %d gold\n", town.TPCost) } # Game Progression ## Town Hierarchy Towns typically follow a progression pattern: 1. **Starting Towns** (Midworld): Free teleport, basic services, low costs 2. **Early Game Towns** (Roma, Bris): Moderate costs, expanded shops 3. **Mid Game Towns** (Kalle, Narcissa): Higher costs, specialized items 4. **Late Game Towns** (Hambry, Gilead, Endworld): Premium services, rare items ## Economic Scaling Service costs often scale with game progression: // Example progression analysis towns, _ := towns.All(db) for _, town := range towns { if town.TPCost > 100 { fmt.Printf("%s is a late-game destination\n", town.Name) } } # World Map Integration ## Navigation Towns serve as waypoints for world navigation: // Find path between towns startTown, _ := towns.ByName(db, "Midworld") endTown, _ := towns.ByName(db, "Endworld") distance := startTown.DistanceFrom(endTown.X, endTown.Y) fmt.Printf("Distance from %s to %s: %.0f units\n", startTown.Name, endTown.Name, distance) ## Strategic Planning Use town data for strategic decisions: // Find cheapest inn route route := []string{"Midworld", "Roma", "Bris"} totalInnCost := 0 for _, townName := range route { town, _ := towns.ByName(db, townName) totalInnCost += town.InnCost } fmt.Printf("Route inn cost: %d gold\n", totalInnCost) # Error Handling All functions return appropriate errors for common failure cases: - Town not found (Find/ByName returns error for non-existent towns) - Database connection issues - Invalid operations (e.g., saving/deleting towns without IDs) */ package towns