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