346 lines
7.7 KiB
Go

package control
import (
"dk/internal/store"
"fmt"
"sync"
)
// Control represents the game control settings
type Control struct {
ID int `json:"id"`
WorldSize int `json:"world_size"`
Open int `json:"open"`
AdminEmail string `json:"admin_email"`
Class1Name string `json:"class_1_name"`
Class2Name string `json:"class_2_name"`
Class3Name string `json:"class_3_name"`
}
func (c *Control) Save() error {
controlStore := GetStore()
controlStore.UpdateControl(c)
return nil
}
func (c *Control) Delete() error {
controlStore := GetStore()
controlStore.RemoveControl(c.ID)
return nil
}
// 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",
}
}
// Validate checks if control has valid values
func (c *Control) Validate() error {
if c.WorldSize <= 0 || c.WorldSize > 10000 {
return fmt.Errorf("control WorldSize must be between 1 and 10000")
}
if c.Open != 0 && c.Open != 1 {
return fmt.Errorf("control Open must be 0 or 1")
}
return nil
}
// ControlStore provides in-memory storage for control settings
type ControlStore struct {
*store.BaseStore[Control] // Embedded generic store
allByID []int // All IDs sorted by ID
mu sync.RWMutex // Protects indices
}
// Global in-memory store
var controlStore *ControlStore
var storeOnce sync.Once
// Initialize the in-memory store
func initStore() {
controlStore = &ControlStore{
BaseStore: store.NewBaseStore[Control](),
allByID: make([]int, 0),
}
}
// GetStore returns the global control store
func GetStore() *ControlStore {
storeOnce.Do(initStore)
return controlStore
}
// AddControl adds a control to the in-memory store and updates all indices
func (cs *ControlStore) AddControl(control *Control) {
cs.mu.Lock()
defer cs.mu.Unlock()
// Validate control
if err := control.Validate(); err != nil {
return
}
// Add to base store
cs.Add(control.ID, control)
// Rebuild indices
cs.rebuildIndicesUnsafe()
}
// RemoveControl removes a control from the store and updates indices
func (cs *ControlStore) RemoveControl(id int) {
cs.mu.Lock()
defer cs.mu.Unlock()
// Remove from base store
cs.Remove(id)
// Rebuild indices
cs.rebuildIndicesUnsafe()
}
// UpdateControl updates a control efficiently
func (cs *ControlStore) UpdateControl(control *Control) {
cs.mu.Lock()
defer cs.mu.Unlock()
// Validate control
if err := control.Validate(); err != nil {
return
}
// Update base store
cs.Add(control.ID, control)
// Rebuild indices
cs.rebuildIndicesUnsafe()
}
// LoadData loads control data from JSON file, or starts with empty store
func LoadData(dataPath string) error {
cs := GetStore()
// Load from base store, which handles JSON loading
if err := cs.BaseStore.LoadData(dataPath); err != nil {
return err
}
// Rebuild indices from loaded data
cs.rebuildIndices()
return nil
}
// SaveData saves control data to JSON file
func SaveData(dataPath string) error {
cs := GetStore()
return cs.BaseStore.SaveData(dataPath)
}
// rebuildIndicesUnsafe rebuilds all indices from base store data (caller must hold lock)
func (cs *ControlStore) rebuildIndicesUnsafe() {
// Clear indices
cs.allByID = make([]int, 0)
// Collect all controls
allControls := cs.GetAll()
for id := range allControls {
cs.allByID = append(cs.allByID, id)
}
// Sort by ID (though typically only one control record exists)
for i := 0; i < len(cs.allByID); i++ {
for j := i + 1; j < len(cs.allByID); j++ {
if cs.allByID[i] > cs.allByID[j] {
cs.allByID[i], cs.allByID[j] = cs.allByID[j], cs.allByID[i]
}
}
}
}
// rebuildIndices rebuilds all control-specific indices from base store data
func (cs *ControlStore) rebuildIndices() {
cs.mu.Lock()
defer cs.mu.Unlock()
cs.rebuildIndicesUnsafe()
}
// Retrieves the control record by ID (typically only ID 1 exists)
func Find(id int) (*Control, error) {
cs := GetStore()
control, exists := cs.GetByID(id)
if !exists {
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 in-memory store and sets the ID
func (c *Control) Insert() error {
cs := GetStore()
// Validate before insertion
if err := c.Validate(); err != nil {
return fmt.Errorf("validation failed: %w", err)
}
// Assign new ID if not set
if c.ID == 0 {
c.ID = cs.GetNextID()
}
// Add to store
cs.AddControl(c)
return nil
}
// 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.Open = 1
} else {
c.Open = 0
}
}
// Closes the game world to new players
func (c *Control) Close() {
c.Open = 0
}
// Opens the game world to new players
func (c *Control) OpenWorld() {
c.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.Class1Name = ""
c.Class2Name = ""
c.Class3Name = ""
// Set provided class names
if len(classes) > 0 {
c.Class1Name = classes[0]
}
if len(classes) > 1 {
c.Class2Name = classes[1]
}
if len(classes) > 2 {
c.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.Class1Name = name
return true
case 2:
c.Class2Name = name
return true
case 3:
c.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
}