360 lines
8.5 KiB
Go
360 lines
8.5 KiB
Go
package users
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import (
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"dk/internal/store"
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"fmt"
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"slices"
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"sort"
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"strings"
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"time"
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"dk/internal/helpers"
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)
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// User represents a user in the game
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type User struct {
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ID int `json:"id"`
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Username string `json:"username"`
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Password string `json:"password"`
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Email string `json:"email"`
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Verified int `json:"verified"`
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Token string `json:"token"`
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Registered int64 `json:"registered"`
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LastOnline int64 `json:"last_online"`
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Auth int `json:"auth"`
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X int `json:"x"`
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Y int `json:"y"`
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ClassID int `json:"class_id"`
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Currently string `json:"currently"`
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Fighting int `json:"fighting"`
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MonsterID int `json:"monster_id"`
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MonsterHP int `json:"monster_hp"`
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MonsterSleep int `json:"monster_sleep"`
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MonsterImmune int `json:"monster_immune"`
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UberDamage int `json:"uber_damage"`
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UberDefense int `json:"uber_defense"`
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HP int `json:"hp"`
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MP int `json:"mp"`
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TP int `json:"tp"`
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MaxHP int `json:"max_hp"`
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MaxMP int `json:"max_mp"`
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MaxTP int `json:"max_tp"`
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Level int `json:"level"`
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Gold int `json:"gold"`
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Exp int `json:"exp"`
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GoldBonus int `json:"gold_bonus"`
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ExpBonus int `json:"exp_bonus"`
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Strength int `json:"strength"`
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Dexterity int `json:"dexterity"`
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Attack int `json:"attack"`
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Defense int `json:"defense"`
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WeaponID int `json:"weapon_id"`
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ArmorID int `json:"armor_id"`
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ShieldID int `json:"shield_id"`
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Slot1ID int `json:"slot_1_id"`
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Slot2ID int `json:"slot_2_id"`
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Slot3ID int `json:"slot_3_id"`
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WeaponName string `json:"weapon_name"`
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ArmorName string `json:"armor_name"`
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ShieldName string `json:"shield_name"`
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Slot1Name string `json:"slot_1_name"`
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Slot2Name string `json:"slot_2_name"`
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Slot3Name string `json:"slot_3_name"`
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DropCode int `json:"drop_code"`
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Spells string `json:"spells"`
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Towns string `json:"towns"`
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}
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func (u *User) Save() error {
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return GetStore().UpdateWithRebuild(u.ID, u)
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}
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func (u *User) Delete() error {
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GetStore().RemoveWithRebuild(u.ID)
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return nil
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}
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func New() *User {
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now := time.Now().Unix()
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return &User{
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Verified: 0,
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Token: "",
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Registered: now,
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LastOnline: now,
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Auth: 0,
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X: 0,
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Y: 0,
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ClassID: 1,
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Currently: "In Town",
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Fighting: 0,
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HP: 10,
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MP: 10,
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TP: 10,
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MaxHP: 10,
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MaxMP: 10,
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MaxTP: 10,
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Level: 1,
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Gold: 100,
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Exp: 0,
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Strength: 0,
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Dexterity: 0,
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Attack: 0,
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Defense: 0,
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Spells: "",
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Towns: "",
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}
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}
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// Validate checks if user has valid values
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func (u *User) Validate() error {
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if strings.TrimSpace(u.Username) == "" {
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return fmt.Errorf("user username cannot be empty")
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}
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if strings.TrimSpace(u.Email) == "" {
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return fmt.Errorf("user email cannot be empty")
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}
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if u.Registered <= 0 {
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return fmt.Errorf("user Registered timestamp must be positive")
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}
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if u.LastOnline <= 0 {
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return fmt.Errorf("user LastOnline timestamp must be positive")
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}
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if u.Level < 1 {
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return fmt.Errorf("user Level must be at least 1")
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}
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if u.HP < 0 {
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return fmt.Errorf("user HP cannot be negative")
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}
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if u.MaxHP < 1 {
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return fmt.Errorf("user MaxHP must be at least 1")
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}
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return nil
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}
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// UserStore with enhanced BaseStore
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type UserStore struct {
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*store.BaseStore[User]
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}
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// Global store with singleton pattern
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var GetStore = store.NewSingleton(func() *UserStore {
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us := &UserStore{BaseStore: store.NewBaseStore[User]()}
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// Register indices
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us.RegisterIndex("byUsername", store.BuildCaseInsensitiveLookupIndex(func(u *User) string {
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return u.Username
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}))
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us.RegisterIndex("byEmail", store.BuildStringLookupIndex(func(u *User) string {
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return u.Email
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}))
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us.RegisterIndex("byLevel", store.BuildIntGroupIndex(func(u *User) int {
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return u.Level
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}))
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us.RegisterIndex("allByRegistered", store.BuildSortedListIndex(func(a, b *User) bool {
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if a.Registered != b.Registered {
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return a.Registered > b.Registered // DESC
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}
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return a.ID > b.ID // DESC
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}))
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us.RegisterIndex("allByLevelExp", store.BuildSortedListIndex(func(a, b *User) bool {
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if a.Level != b.Level {
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return a.Level > b.Level // Level DESC
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}
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if a.Exp != b.Exp {
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return a.Exp > b.Exp // Exp DESC
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}
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return a.ID < b.ID // ID ASC
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}))
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return us
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})
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// Enhanced CRUD operations
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func (us *UserStore) AddUser(user *User) error {
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return us.AddWithRebuild(user.ID, user)
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}
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func (us *UserStore) RemoveUser(id int) {
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us.RemoveWithRebuild(id)
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}
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func (us *UserStore) UpdateUser(user *User) error {
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return us.UpdateWithRebuild(user.ID, user)
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}
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// Data persistence
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func LoadData(dataPath string) error {
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us := GetStore()
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return us.BaseStore.LoadData(dataPath)
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}
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func SaveData(dataPath string) error {
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us := GetStore()
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return us.BaseStore.SaveData(dataPath)
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}
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// Query functions using enhanced store
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func Find(id int) (*User, error) {
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us := GetStore()
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user, exists := us.Find(id)
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if !exists {
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return nil, fmt.Errorf("user with ID %d not found", id)
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}
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return user, nil
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}
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func All() ([]*User, error) {
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us := GetStore()
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return us.AllSorted("allByRegistered"), nil
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}
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func ByUsername(username string) (*User, error) {
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us := GetStore()
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user, exists := us.LookupByIndex("byUsername", strings.ToLower(username))
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if !exists {
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return nil, fmt.Errorf("user with username '%s' not found", username)
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}
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return user, nil
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}
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func ByEmail(email string) (*User, error) {
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us := GetStore()
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user, exists := us.LookupByIndex("byEmail", email)
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if !exists {
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return nil, fmt.Errorf("user with email '%s' not found", email)
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}
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return user, nil
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}
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func ByLevel(level int) ([]*User, error) {
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us := GetStore()
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return us.GroupByIndex("byLevel", level), nil
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}
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func Online(within time.Duration) ([]*User, error) {
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us := GetStore()
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cutoff := time.Now().Add(-within).Unix()
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result := us.FilterByIndex("allByRegistered", func(u *User) bool {
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return u.LastOnline >= cutoff
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})
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// Sort by last_online DESC, then ID ASC
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sort.Slice(result, func(i, j int) bool {
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if result[i].LastOnline != result[j].LastOnline {
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return result[i].LastOnline > result[j].LastOnline // DESC
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}
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return result[i].ID < result[j].ID // ASC
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})
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return result, nil
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}
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// Insert with ID assignment
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func (u *User) Insert() error {
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us := GetStore()
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if u.ID == 0 {
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u.ID = us.GetNextID()
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}
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return us.AddUser(u)
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}
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// Helper methods
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func (u *User) RegisteredTime() time.Time {
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return time.Unix(u.Registered, 0)
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}
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func (u *User) LastOnlineTime() time.Time {
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return time.Unix(u.LastOnline, 0)
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}
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func (u *User) UpdateLastOnline() {
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u.LastOnline = time.Now().Unix()
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}
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func (u *User) IsVerified() bool {
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return u.Verified == 1
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}
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func (u *User) IsAdmin() bool {
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return u.Auth >= 4
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}
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func (u *User) IsModerator() bool {
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return u.Auth >= 3
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}
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func (u *User) IsFighting() bool {
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return u.Fighting == 1
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}
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func (u *User) IsAlive() bool {
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return u.HP > 0
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}
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func (u *User) GetSpellIDs() []int {
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return helpers.StringToInts(u.Spells)
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}
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func (u *User) SetSpellIDs(spells []int) {
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u.Spells = helpers.IntsToString(spells)
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}
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func (u *User) HasSpell(spellID int) bool {
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return slices.Contains(u.GetSpellIDs(), spellID)
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}
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func (u *User) GetTownIDs() []int {
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return helpers.StringToInts(u.Towns)
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}
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func (u *User) SetTownIDs(towns []int) {
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u.Towns = helpers.IntsToString(towns)
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}
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func (u *User) HasTownMap(townID int) bool {
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return slices.Contains(u.GetTownIDs(), townID)
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}
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func (u *User) GetEquipment() map[string]any {
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return map[string]any{
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"weapon": map[string]any{"id": u.WeaponID, "name": u.WeaponName},
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"armor": map[string]any{"id": u.ArmorID, "name": u.ArmorName},
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"shield": map[string]any{"id": u.ShieldID, "name": u.ShieldName},
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"slot1": map[string]any{"id": u.Slot1ID, "name": u.Slot1Name},
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"slot2": map[string]any{"id": u.Slot2ID, "name": u.Slot2Name},
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"slot3": map[string]any{"id": u.Slot3ID, "name": u.Slot3Name},
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}
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}
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func (u *User) GetStats() map[string]int {
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return map[string]int{
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"level": u.Level,
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"hp": u.HP,
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"mp": u.MP,
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"tp": u.TP,
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"max_hp": u.MaxHP,
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"max_mp": u.MaxMP,
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"max_tp": u.MaxTP,
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"strength": u.Strength,
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"dexterity": u.Dexterity,
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"attack": u.Attack,
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"defense": u.Defense,
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"uber_damage": u.UberDamage,
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"uber_defense": u.UberDefense,
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}
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}
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func (u *User) GetPosition() (int, int) {
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return u.X, u.Y
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}
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func (u *User) SetPosition(x, y int) {
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u.X = x
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u.Y = y
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}
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