291 lines
6.7 KiB
Go
291 lines
6.7 KiB
Go
package towns
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import (
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"fmt"
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"math"
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"slices"
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"dk/internal/database"
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"dk/internal/helpers"
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"dk/internal/helpers/scanner"
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"zombiezen.com/go/sqlite"
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)
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// Town represents a town in the database
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type Town struct {
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database.BaseModel
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ID int `db:"id" json:"id"`
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Name string `db:"name" json:"name"`
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X int `db:"x" json:"x"`
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Y int `db:"y" json:"y"`
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InnCost int `db:"inn_cost" json:"inn_cost"`
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MapCost int `db:"map_cost" json:"map_cost"`
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TPCost int `db:"tp_cost" json:"tp_cost"`
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ShopList string `db:"shop_list" json:"shop_list"`
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}
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func (t *Town) GetTableName() string {
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return "towns"
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}
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func (t *Town) GetID() int {
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return t.ID
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}
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func (t *Town) SetID(id int) {
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t.ID = id
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}
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func (t *Town) Set(field string, value any) error {
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return database.Set(t, field, value)
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}
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func (t *Town) Save() error {
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return database.Save(t)
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}
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func (t *Town) Delete() error {
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return database.Delete(t)
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}
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// Creates a new Town with sensible defaults
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func New() *Town {
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return &Town{
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Name: "",
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X: 0, // Default coordinates
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Y: 0,
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InnCost: 50, // Default inn cost
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MapCost: 100, // Default map cost
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TPCost: 25, // Default teleport cost
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ShopList: "", // No items by default
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}
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}
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var townScanner = scanner.New[Town]()
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// Returns the column list for town queries
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func townColumns() string {
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return townScanner.Columns()
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}
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// Populates a Town struct using the fast scanner
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func scanTown(stmt *sqlite.Stmt) *Town {
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town := &Town{}
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townScanner.Scan(stmt, town)
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return town
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}
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// Retrieves a town by ID
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func Find(id int) (*Town, error) {
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var town *Town
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query := `SELECT ` + townColumns() + ` FROM towns WHERE id = ?`
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err := database.Query(query, func(stmt *sqlite.Stmt) error {
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town = scanTown(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 town: %w", err)
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}
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if town == nil {
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return nil, fmt.Errorf("town with ID %d not found", id)
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}
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return town, nil
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}
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// Retrieves all towns
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func All() ([]*Town, error) {
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var towns []*Town
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query := `SELECT ` + townColumns() + ` FROM towns ORDER BY id`
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err := database.Query(query, func(stmt *sqlite.Stmt) error {
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town := scanTown(stmt)
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towns = append(towns, town)
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return nil
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})
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if err != nil {
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return nil, fmt.Errorf("failed to retrieve all towns: %w", err)
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}
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return towns, nil
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}
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// Retrieves a town by name (case-insensitive)
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func ByName(name string) (*Town, error) {
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var town *Town
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query := `SELECT ` + townColumns() + ` FROM towns WHERE LOWER(name) = LOWER(?) LIMIT 1`
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err := database.Query(query, func(stmt *sqlite.Stmt) error {
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town = scanTown(stmt)
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return nil
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}, name)
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if err != nil {
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return nil, fmt.Errorf("failed to find town by name: %w", err)
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}
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if town == nil {
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return nil, fmt.Errorf("town with name '%s' not found", name)
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}
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return town, nil
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}
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// Retrieves towns with inn cost at most the specified amount
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func ByMaxInnCost(maxCost int) ([]*Town, error) {
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var towns []*Town
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query := `SELECT ` + townColumns() + ` FROM towns WHERE inn_cost <= ? ORDER BY inn_cost, id`
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err := database.Query(query, func(stmt *sqlite.Stmt) error {
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town := scanTown(stmt)
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towns = append(towns, town)
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return nil
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}, maxCost)
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if err != nil {
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return nil, fmt.Errorf("failed to retrieve towns by max inn cost: %w", err)
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}
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return towns, nil
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}
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// Retrieves towns with teleport cost at most the specified amount
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func ByMaxTPCost(maxCost int) ([]*Town, error) {
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var towns []*Town
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query := `SELECT ` + townColumns() + ` FROM towns WHERE tp_cost <= ? ORDER BY tp_cost, id`
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err := database.Query(query, func(stmt *sqlite.Stmt) error {
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town := scanTown(stmt)
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towns = append(towns, town)
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return nil
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}, maxCost)
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if err != nil {
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return nil, fmt.Errorf("failed to retrieve towns by max TP cost: %w", err)
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}
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return towns, nil
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}
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// Retrieves a town by its x, y coordinates
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func ByCoords(x, y int) (*Town, error) {
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var town *Town
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query := `SELECT ` + townColumns() + ` FROM towns WHERE x = ? AND y = ? LIMIT 1`
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err := database.Query(query, func(stmt *sqlite.Stmt) error {
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town = scanTown(stmt)
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return nil
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}, x, y)
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if err != nil {
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return nil, fmt.Errorf("failed to retrieve town by coordinates: %w", err)
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}
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return town, nil
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}
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// Retrieves towns within a certain distance from a point
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func ByDistance(fromX, fromY, maxDistance int) ([]*Town, error) {
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var towns []*Town
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query := `SELECT ` + townColumns() + `
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FROM towns
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WHERE ((x - ?) * (x - ?) + (y - ?) * (y - ?)) <= ?
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ORDER BY ((x - ?) * (x - ?) + (y - ?) * (y - ?)), id`
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maxDistance2 := maxDistance * maxDistance
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err := database.Query(query, func(stmt *sqlite.Stmt) error {
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town := scanTown(stmt)
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towns = append(towns, town)
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return nil
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}, fromX, fromX, fromY, fromY, maxDistance2, fromX, fromX, fromY, fromY)
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if err != nil {
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return nil, fmt.Errorf("failed to retrieve towns by distance: %w", err)
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}
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return towns, nil
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}
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// Saves a new town to the database and sets the ID
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func (t *Town) Insert() error {
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columns := `name, x, y, inn_cost, map_cost, tp_cost, shop_list`
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values := []any{t.Name, t.X, t.Y, t.InnCost, t.MapCost, t.TPCost, t.ShopList}
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return database.Insert(t, columns, values...)
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}
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// Returns the shop items as a slice of item IDs
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func (t *Town) GetShopItems() []int {
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return helpers.StringToInts(t.ShopList)
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}
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// Sets the shop items from a slice of item IDs
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func (t *Town) SetShopItems(items []int) {
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t.Set("ShopList", helpers.IntsToString(items))
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}
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// Checks if the town's shop sells a specific item ID
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func (t *Town) HasShopItem(itemID int) bool {
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return slices.Contains(t.GetShopItems(), itemID)
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}
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// Calculates the squared distance from this town to given coordinates
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func (t *Town) DistanceFromSquared(x, y int) float64 {
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dx := float64(t.X - x)
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dy := float64(t.Y - y)
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return dx*dx + dy*dy // Return squared distance for performance
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}
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// Calculates the actual distance from this town to given coordinates
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func (t *Town) DistanceFrom(x, y int) float64 {
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return math.Sqrt(t.DistanceFromSquared(x, y))
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}
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// Returns true if this is the starting town (Midworld)
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func (t *Town) IsStartingTown() bool {
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return t.X == 0 && t.Y == 0
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}
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// Returns true if the player can afford the inn
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func (t *Town) CanAffordInn(gold int) bool {
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return gold >= t.InnCost
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}
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// Returns true if the player can afford to buy the map
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func (t *Town) CanAffordMap(gold int) bool {
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return gold >= t.MapCost
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}
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// Returns true if the player can afford to teleport here
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func (t *Town) CanAffordTeleport(gold int) bool {
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return gold >= t.TPCost
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}
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// Returns true if the town has a shop with items
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func (t *Town) HasShop() bool {
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return len(t.GetShopItems()) > 0
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}
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// Returns the town's coordinates
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func (t *Town) GetPosition() (int, int) {
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return t.X, t.Y
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}
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// Sets the town's coordinates
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func (t *Town) SetPosition(x, y int) {
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t.Set("X", x)
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t.Set("Y", y)
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}
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