172 lines
3.2 KiB
Go

package items
import (
"fmt"
nigiri "git.sharkk.net/Sharkk/Nigiri"
)
// Item represents an item in the game
type Item struct {
ID int `json:"id"`
Type int `json:"type" db:"index"`
Name string `json:"name" db:"required"`
Value int `json:"value"`
Att int `json:"att"`
Special string `json:"special"`
}
// ItemType constants for item types
const (
TypeWeapon = 1
TypeArmor = 2
TypeShield = 3
)
// Global store
var store *nigiri.BaseStore[Item]
var db *nigiri.Collection
// Init sets up the Nigiri store and indices
func Init(collection *nigiri.Collection) {
db = collection
store = nigiri.NewBaseStore[Item]()
// Register custom indices
store.RegisterIndex("byType", nigiri.BuildIntGroupIndex(func(i *Item) int {
return i.Type
}))
store.RegisterIndex("allByID", nigiri.BuildSortedListIndex(func(a, b *Item) bool {
return a.ID < b.ID
}))
store.RebuildIndices()
}
// GetStore returns the items store
func GetStore() *nigiri.BaseStore[Item] {
if store == nil {
panic("items store not initialized - call Initialize first")
}
return store
}
// Creates a new Item with sensible defaults
func New() *Item {
return &Item{
Type: TypeWeapon, // Default to weapon
Name: "",
Value: 0,
Att: 0,
Special: "",
}
}
// Validate checks if item has valid values
func (i *Item) Validate() error {
if i.Name == "" {
return fmt.Errorf("item name cannot be empty")
}
if i.Type < TypeWeapon || i.Type > TypeShield {
return fmt.Errorf("invalid item type: %d", i.Type)
}
if i.Value < 0 {
return fmt.Errorf("item Value cannot be negative")
}
if i.Att < 0 {
return fmt.Errorf("item Att cannot be negative")
}
return nil
}
// CRUD operations
func (i *Item) Save() error {
if i.ID == 0 {
id, err := store.Create(i)
if err != nil {
return err
}
i.ID = id
return nil
}
return store.Update(i.ID, i)
}
func (i *Item) Delete() error {
store.Remove(i.ID)
return nil
}
// Insert with ID assignment
func (i *Item) Insert() error {
id, err := store.Create(i)
if err != nil {
return err
}
i.ID = id
return nil
}
// Query functions
func Find(id int) (*Item, error) {
item, exists := store.Find(id)
if !exists {
return nil, fmt.Errorf("item with ID %d not found", id)
}
return item, nil
}
func All() ([]*Item, error) {
return store.AllSorted("allByID"), nil
}
func ByType(itemType int) ([]*Item, error) {
return store.GroupByIndex("byType", itemType), nil
}
// Helper methods
func (i *Item) IsWeapon() bool {
return i.Type == TypeWeapon
}
func (i *Item) IsArmor() bool {
return i.Type == TypeArmor
}
func (i *Item) IsShield() bool {
return i.Type == TypeShield
}
func (i *Item) TypeName() string {
switch i.Type {
case TypeWeapon:
return "Weapon"
case TypeArmor:
return "Armor"
case TypeShield:
return "Shield"
default:
return "Unknown"
}
}
func (i *Item) HasSpecial() bool {
return i.Special != ""
}
func (i *Item) IsEquippable() bool {
return i.Type == TypeWeapon || i.Type == TypeArmor || i.Type == TypeShield
}
// Legacy compatibility functions (will be removed later)
func LoadData(dataPath string) error {
// No longer needed - Nigiri handles this
return nil
}
func SaveData(dataPath string) error {
// No longer needed - Nigiri handles this
return nil
}