223 lines
4.9 KiB
Go

package items
import (
"fmt"
"dk/internal/database"
"dk/internal/helpers/scanner"
"zombiezen.com/go/sqlite"
)
// Item represents an item in the database
type Item struct {
ID int `db:"id" json:"id"`
Type int `db:"type" json:"type"`
Name string `db:"name" json:"name"`
Value int `db:"value" json:"value"`
Att int `db:"att" json:"att"`
Special string `db:"special" json:"special"`
}
// New creates a new Item with sensible defaults
func New() *Item {
return &Item{
Type: TypeWeapon, // Default to weapon
Name: "",
Value: 0,
Att: 0,
Special: "",
}
}
var itemScanner = scanner.New[Item]()
// itemColumns returns the column list for item queries
func itemColumns() string {
return itemScanner.Columns()
}
// scanItem populates an Item struct using the fast scanner
func scanItem(stmt *sqlite.Stmt) *Item {
item := &Item{}
itemScanner.Scan(stmt, item)
return item
}
// ItemType constants for item types
const (
TypeWeapon = 1
TypeArmor = 2
TypeShield = 3
)
// Find retrieves an item by ID
func Find(id int) (*Item, error) {
var item *Item
query := `SELECT ` + itemColumns() + ` FROM items WHERE id = ?`
err := database.Query(query, func(stmt *sqlite.Stmt) error {
item = scanItem(stmt)
return nil
}, id)
if err != nil {
return nil, fmt.Errorf("failed to find item: %w", err)
}
if item == nil {
return nil, fmt.Errorf("item with ID %d not found", id)
}
return item, nil
}
// All retrieves all items
func All() ([]*Item, error) {
var items []*Item
query := `SELECT ` + itemColumns() + ` FROM items ORDER BY id`
err := database.Query(query, func(stmt *sqlite.Stmt) error {
item := scanItem(stmt)
items = append(items, item)
return nil
})
if err != nil {
return nil, fmt.Errorf("failed to retrieve all items: %w", err)
}
return items, nil
}
// ByType retrieves items by type
func ByType(itemType int) ([]*Item, error) {
var items []*Item
query := `SELECT ` + itemColumns() + ` FROM items WHERE type = ? ORDER BY id`
err := database.Query(query, func(stmt *sqlite.Stmt) error {
item := scanItem(stmt)
items = append(items, item)
return nil
}, itemType)
if err != nil {
return nil, fmt.Errorf("failed to retrieve items by type: %w", err)
}
return items, nil
}
// Save updates an existing item in the database
func (i *Item) Save() error {
if i.ID == 0 {
return fmt.Errorf("cannot save item without ID")
}
query := `UPDATE items SET type = ?, name = ?, value = ?, att = ?, special = ? WHERE id = ?`
return database.Exec(query, i.Type, i.Name, i.Value, i.Att, i.Special, i.ID)
}
// Insert saves a new item to the database and sets the ID
func (i *Item) Insert() error {
if i.ID != 0 {
return fmt.Errorf("item already has ID %d, use Save() to update", i.ID)
}
// Use a transaction to ensure we can get the ID
err := database.Transaction(func(tx *database.Tx) error {
query := `INSERT INTO items (type, name, value, att, special) VALUES (?, ?, ?, ?, ?)`
if err := tx.Exec(query, i.Type, i.Name, i.Value, i.Att, i.Special); err != nil {
return fmt.Errorf("failed to insert item: %w", err)
}
// Get the last insert ID
var id int
err := tx.Query("SELECT last_insert_rowid()", func(stmt *sqlite.Stmt) error {
id = stmt.ColumnInt(0)
return nil
})
if err != nil {
return fmt.Errorf("failed to get insert ID: %w", err)
}
i.ID = id
return nil
})
return err
}
// Delete removes the item from the database
func (i *Item) Delete() error {
if i.ID == 0 {
return fmt.Errorf("cannot delete item without ID")
}
query := "DELETE FROM items WHERE id = ?"
return database.Exec(query, i.ID)
}
// IsWeapon returns true if the item is a weapon
func (i *Item) IsWeapon() bool {
return i.Type == TypeWeapon
}
// IsArmor returns true if the item is armor
func (i *Item) IsArmor() bool {
return i.Type == TypeArmor
}
// IsShield returns true if the item is a shield
func (i *Item) IsShield() bool {
return i.Type == TypeShield
}
// TypeName returns the string representation of the item type
func (i *Item) TypeName() string {
switch i.Type {
case TypeWeapon:
return "Weapon"
case TypeArmor:
return "Armor"
case TypeShield:
return "Shield"
default:
return "Unknown"
}
}
// HasSpecial returns true if the item has special properties
func (i *Item) HasSpecial() bool {
return i.Special != ""
}
// IsEquippable returns true if the item can be equipped
func (i *Item) IsEquippable() bool {
return i.Type == TypeWeapon || i.Type == TypeArmor || i.Type == TypeShield
}
// ToMap converts the item to a map for efficient template rendering
func (i *Item) ToMap() map[string]any {
return map[string]any{
"ID": i.ID,
"Type": i.Type,
"Name": i.Name,
"Value": i.Value,
"Att": i.Att,
"Special": i.Special,
// Computed values
"IsWeapon": i.IsWeapon(),
"IsArmor": i.IsArmor(),
"IsShield": i.IsShield(),
"TypeName": i.TypeName(),
"HasSpecial": i.HasSpecial(),
"IsEquippable": i.IsEquippable(),
}
}