195 lines
4.0 KiB
Go

package towns
import (
"fmt"
"math"
"slices"
"sort"
"dk/internal/database"
"dk/internal/helpers"
)
// Town represents a town in the game
type Town struct {
ID int
Name string
X int
Y int
InnCost int
MapCost int
TPCost int
ShopList string
}
// New creates a new Town with sensible defaults
func New() *Town {
return &Town{
Name: "",
X: 0,
Y: 0,
InnCost: 50,
MapCost: 100,
TPCost: 25,
ShopList: "",
}
}
// Validate checks if town has valid values
func (t *Town) Validate() error {
if t.Name == "" {
return fmt.Errorf("town name cannot be empty")
}
if t.InnCost < 0 {
return fmt.Errorf("town InnCost cannot be negative")
}
if t.MapCost < 0 {
return fmt.Errorf("town MapCost cannot be negative")
}
if t.TPCost < 0 {
return fmt.Errorf("town TPCost cannot be negative")
}
return nil
}
// CRUD operations
func (t *Town) Delete() error {
return database.Exec("DELETE FROM towns WHERE id = %d", t.ID)
}
func (t *Town) Insert() error {
id, err := database.Insert("towns", t, "ID")
if err != nil {
return err
}
t.ID = int(id)
return nil
}
// Query functions
func Find(id int) (*Town, error) {
var town Town
err := database.Get(&town, "SELECT * FROM towns WHERE id = %d", id)
if err != nil {
return nil, fmt.Errorf("town with ID %d not found", id)
}
return &town, nil
}
func All() ([]*Town, error) {
var towns []*Town
err := database.Select(&towns, "SELECT * FROM towns ORDER BY id ASC")
return towns, err
}
func ByName(name string) (*Town, error) {
var town Town
err := database.Get(&town, "SELECT * FROM towns WHERE name = %s COLLATE NOCASE", name)
if err != nil {
return nil, fmt.Errorf("town with name '%s' not found", name)
}
return &town, nil
}
func ByMaxInnCost(maxCost int) ([]*Town, error) {
var towns []*Town
err := database.Select(&towns, "SELECT * FROM towns WHERE inn_cost <= %d ORDER BY id ASC", maxCost)
return towns, err
}
func ByMaxTPCost(maxCost int) ([]*Town, error) {
var towns []*Town
err := database.Select(&towns, "SELECT * FROM towns WHERE tp_cost <= %d ORDER BY id ASC", maxCost)
return towns, err
}
func ByCoords(x, y int) (*Town, error) {
var town Town
err := database.Get(&town, "SELECT * FROM towns WHERE x = %d AND y = %d", x, y)
if err != nil {
return nil, nil // Return nil if not found (like original)
}
return &town, nil
}
func ByDistance(fromX, fromY, maxDistance int) ([]*Town, error) {
var towns []*Town
err := database.Select(&towns, "SELECT * FROM towns")
if err != nil {
return nil, err
}
maxDistance2 := float64(maxDistance * maxDistance)
var result []*Town
for _, town := range towns {
if town.DistanceFromSquared(fromX, fromY) <= maxDistance2 {
result = append(result, town)
}
}
// Sort by distance, then by ID
sort.Slice(result, func(i, j int) bool {
distI := result[i].DistanceFromSquared(fromX, fromY)
distJ := result[j].DistanceFromSquared(fromX, fromY)
if distI == distJ {
return result[i].ID < result[j].ID
}
return distI < distJ
})
return result, nil
}
// Helper methods
func (t *Town) GetShopItems() []int {
return helpers.StringToInts(t.ShopList)
}
func (t *Town) SetShopItems(items []int) {
t.ShopList = helpers.IntsToString(items)
}
func (t *Town) HasShopItem(itemID int) bool {
return slices.Contains(t.GetShopItems(), itemID)
}
func (t *Town) DistanceFromSquared(x, y int) float64 {
dx := float64(t.X - x)
dy := float64(t.Y - y)
return dx*dx + dy*dy // Return squared distance for performance
}
func (t *Town) DistanceFrom(x, y int) float64 {
return math.Sqrt(t.DistanceFromSquared(x, y))
}
func (t *Town) IsStartingTown() bool {
return t.X == 0 && t.Y == 0
}
func (t *Town) CanAffordInn(gold int) bool {
return gold >= t.InnCost
}
func (t *Town) CanAffordMap(gold int) bool {
return gold >= t.MapCost
}
func (t *Town) CanAffordTeleport(gold int) bool {
return gold >= t.TPCost
}
func (t *Town) HasShop() bool {
return len(t.GetShopItems()) > 0
}
func (t *Town) GetPosition() (int, int) {
return t.X, t.Y
}
func (t *Town) SetPosition(x, y int) {
t.X = x
t.Y = y
}