convert more internals

This commit is contained in:
Sky Johnson 2025-07-30 22:53:46 -05:00
parent 3c464c637b
commit 16d9636c06
41 changed files with 16443 additions and 0 deletions

131
internal/HousingDB.cpp Normal file
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#include "../Worlddatabase.hpp"
#include "../World.h"
extern World world;
void WorldDatabase::LoadHouseZones() {
Query query;
MYSQL_ROW row;
MYSQL_RES* result = query.RunQuery2(Q_SELECT, "SELECT * FROM `houses`");
if (result && mysql_num_rows(result) > 0) {
while ((row = mysql_fetch_row(result))) {
world.AddHouseZone(atoul(row[0]), row[1], atoi64(row[2]), atoul(row[3]), atoi64(row[4]), atoul(row[5]), atoi(row[6]), atoi(row[7]), atoi(row[8]), atoul(row[9]), atoul(row[10]), atof(row[11]), atof(row[12]), atof(row[13]), atof(row[14]));
}
}
}
int64 WorldDatabase::AddPlayerHouse(int32 char_id, int32 house_id, int32 instance_id, int32 upkeep_due) {
Query query;
string insert = string("INSERT INTO character_houses (char_id, house_id, instance_id, upkeep_due) VALUES (%u, %u, %u, %u) ");
query.RunQuery2(Q_INSERT, insert.c_str(), char_id, house_id, instance_id, upkeep_due);
int64 unique_id = query.GetLastInsertedID();
return unique_id;
}
void WorldDatabase::SetHouseUpkeepDue(int32 char_id, int32 house_id, int32 instance_id, int32 upkeep_due) {
Query query;
string update = string("UPDATE character_houses set upkeep_due=%u where char_id = %u and house_id = %u and instance_id = %u");
query.RunQuery2(Q_UPDATE, update.c_str(), upkeep_due, char_id, house_id, instance_id);
}
void WorldDatabase::UpdateHouseEscrow(int32 house_id, int32 instance_id, int64 amount_coins, int32 amount_status) {
Query query;
string update = string("UPDATE character_houses set escrow_coins = %llu, escrow_status = %u where house_id = %u and instance_id = %u");
query.RunQuery2(Q_UPDATE, update.c_str(), amount_coins, amount_status, house_id, instance_id);
}
void WorldDatabase::RemovePlayerHouse(int32 char_id, int32 house_id) {
}
void WorldDatabase::LoadPlayerHouses() {
Query query;
MYSQL_ROW row;
MYSQL_RES* result = query.RunQuery2(Q_SELECT, "SELECT h.id, h.char_id, h.house_id, h.instance_id, h.upkeep_due, h.escrow_coins, h.escrow_status, c.name FROM character_houses h, characters c WHERE h.char_id = c.id");
if (result && mysql_num_rows(result) > 0) {
while ((row = mysql_fetch_row(result))) {
world.AddPlayerHouse(atoul(row[1]), atoul(row[2]), atoi64(row[0]), atoul(row[3]), atoul(row[4]), atoi64(row[5]), atoul(row[6]), row[7]);
}
}
}
void WorldDatabase::LoadDeposits(PlayerHouse* ph)
{
if (!ph)
return;
ph->deposits.clear();
ph->depositsMap.clear();
Query query;
MYSQL_ROW row;
MYSQL_RES* result = query.RunQuery2(Q_SELECT, "select timestamp, amount, last_amount, status, last_status, name from character_house_deposits where house_id = %u and instance_id = %u order by timestamp asc limit 255", ph->house_id, ph->instance_id);
if (result && mysql_num_rows(result) > 0) {
while ((row = mysql_fetch_row(result))) {
Deposit d;
d.timestamp = atoul(row[0]);
int64 outVal = strtoull(row[1], NULL, 0);
d.amount = outVal;
outVal = strtoull(row[2], NULL, 0);
d.last_amount = outVal;
d.status = atoul(row[3]);
d.last_status = atoul(row[4]);
d.name = string(row[5]);
ph->deposits.push_back(d);
ph->depositsMap.insert(make_pair(d.name, d));
}
}
}
void WorldDatabase::LoadHistory(PlayerHouse* ph)
{
if (!ph)
return;
ph->history.clear();
Query query;
MYSQL_ROW row;
MYSQL_RES* result = query.RunQuery2(Q_SELECT, "select timestamp, amount, status, reason, name, pos_flag from character_house_history where house_id = %u and instance_id = %u order by timestamp asc limit 255", ph->house_id, ph->instance_id);
if (result && mysql_num_rows(result) > 0) {
while ((row = mysql_fetch_row(result))) {
HouseHistory h;
h.timestamp = atoul(row[0]);
int64 outVal = strtoull(row[1], NULL, 0);
h.amount = outVal;
h.status = atoul(row[2]);
h.reason = string(row[3]);
h.name = string(row[4]);
h.pos_flag = atoul(row[5]);
ph->history.push_back(h);
}
}
}
void WorldDatabase::AddHistory(PlayerHouse* house, char* name, char* reason, int32 timestamp, int64 amount, int32 status, int8 pos_flag)
{
if (!house)
return;
HouseHistory h(Timer::GetUnixTimeStamp(), amount, string(name), string(reason), status, pos_flag);
house->history.push_back(h);
Query query;
string insert = string("INSERT INTO character_house_history (timestamp, house_id, instance_id, name, amount, status, reason, pos_flag) VALUES (%u, %u, %u, '%s', %llu, %u, '%s', %u) ");
query.RunQuery2(Q_INSERT, insert.c_str(), timestamp, house->house_id, house->instance_id, name, amount, status, reason, pos_flag);
}

454
internal/HousingPackets.cpp Normal file
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#include "../ClientPacketFunctions.h"
#include "../World.h"
#include "../client.h"
#include "../Worlddatabase.hpp"
#include "../Rules/Rules.h"
extern ConfigReader configReader;
extern World world;
extern WorldDatabase database;
extern RuleManager rule_manager;
void ClientPacketFunctions::SendHousePurchase(Client* client, HouseZone* hz, int32 spawnID) {
PacketStruct* packet = configReader.getStruct("WS_PlayerHousePurchase", client->GetVersion());
if (packet) {
int8 disable_alignment_req = rule_manager.GetZoneRule(client->GetCurrentZoneID(), R_Player, DisableHouseAlignmentRequirement)->GetInt8();
packet->setDataByName("house_name", hz->name.c_str());
packet->setDataByName("house_id", hz->id);
packet->setDataByName("spawn_id", spawnID);
packet->setDataByName("purchase_coins", hz->cost_coin);
packet->setDataByName("purchase_status", hz->cost_status);
packet->setDataByName("upkeep_coins", hz->upkeep_coin);
packet->setDataByName("upkeep_status", hz->upkeep_status);
packet->setDataByName("vendor_vault_slots", hz->vault_slots);
string req;
if (hz->alignment > 0 && !disable_alignment_req) {
req = "You must be of ";
if (hz->alignment == 1)
req.append("Good");
else
req.append("Evil");
req.append(" alignment");
}
if (hz->guild_level > 0) {
if (req.length() > 0) {
req.append(", and a guild level of ");
char temp[5];
sprintf(temp, "%i", hz->guild_level);
req.append(temp);
//req.append(std::to_string(static_cast<long long>(hz->guild_level)));
}
else {
req.append("Requires a guild of level ");
char temp[5];
sprintf(temp, "%i", hz->guild_level);
req.append(temp);
//req.append(std::to_string(static_cast<long long>(hz->guild_level)))
req.append(" or above");
}
}
if (req.length() > 0) {
req.append(" in order to purchase a home within the ");
req.append(hz->name);
req.append(".");
}
packet->setDataByName("additional_reqs", req.c_str());
bool enable_buy = true;
if (hz->alignment > 0 && client->GetPlayer()->GetAlignment() != hz->alignment && !disable_alignment_req)
enable_buy = false;
if (hz->guild_level > 0 && (!client->GetPlayer()->GetGuild() || (client->GetPlayer()->GetGuild() && client->GetPlayer()->GetGuild()->GetLevel() < hz->guild_level)))
enable_buy = false;
packet->setDataByName("enable_buy", enable_buy ? 1 : 0);
//packet->PrintPacket();
client->QueuePacket(packet->serialize());
}
safe_delete(packet);
}
void ClientPacketFunctions::SendHousingList(Client* client) {
if(client->GetVersion() <= 561) {
return; // not supported
}
std::vector<PlayerHouse*> houses = world.GetAllPlayerHouses(client->GetCharacterID());
// this packet must be sent first otherwise it blocks out the enter house option after paying upkeep
PacketStruct* packet = configReader.getStruct("WS_CharacterHousingList", client->GetVersion());
if(!packet) {
return;
}
packet->setArrayLengthByName("num_houses", houses.size());
for (int i = 0; i < houses.size(); i++)
{
PlayerHouse* ph = (PlayerHouse*)houses[i];
HouseZone* hz = world.GetHouseZone(ph->house_id);
string name;
name = ph->player_name;
name.append("'s ");
name.append(hz->name);
packet->setArrayDataByName("house_id", ph->unique_id, i);
string zone_name = database.GetZoneName(hz->zone_id);
if(zone_name.length() > 0)
packet->setArrayDataByName("zone", zone_name.c_str(), i);
packet->setArrayDataByName("house_city", hz->name.c_str(), i);
packet->setArrayDataByName("house_address", "", i); // need this pulled from live
packet->setArrayDataByName("house_description", name.c_str(), i);
packet->setArrayDataByName("index", i, i); // they send 2, 4, 6, 8 as the index ID's on the client..
// this seems to be some kind of timestamp, if we keep updating then in conjunction with upkeep_due
// in SendBaseHouseWindow/WS_PlayerHouseBaseScreen being a >0 number we can access 'enter house'
int32 upkeep_due = 0;
if (((sint64)ph->upkeep_due - (sint64)Timer::GetUnixTimeStamp()) > 0)
upkeep_due = ph->upkeep_due - Timer::GetUnixTimeStamp();
if ( client->GetVersion() >= 63119 )
packet->setArrayDataByName("unknown2a", 0xFFFFFFFF, i);
else
packet->setArrayDataByName("unknown2", 0xFFFFFFFF, i);
}
client->QueuePacket(packet->serialize());
safe_delete(packet);
}
void ClientPacketFunctions::SendBaseHouseWindow(Client* client, HouseZone* hz, PlayerHouse* ph, int32 spawnID) {
// if we don't send this then the enter house option won't be available if upkeep is paid
if (!hz || !ph)
{
client->SimpleMessage(CHANNEL_COLOR_RED, "HouseZone or PlayerHouse missing and cannot send SendBaseHouseWindow");
return;
}
string name;
name = ph->player_name;
name.append("'s ");
name.append(hz->name);
if (spawnID)
SendHousingList(client);
int32 upkeep_due = 0;
if (((sint64)ph->upkeep_due - (sint64)Timer::GetUnixTimeStamp()) > 0)
upkeep_due = ph->upkeep_due - Timer::GetUnixTimeStamp();
// need this to enable the "enter house" button
PacketStruct* packet = nullptr;
if(client->GetVersion() > 561 && client->GetCurrentZone()->GetInstanceType() != PERSONAL_HOUSE_INSTANCE
&& client->GetCurrentZone()->GetInstanceType() != GUILD_HOUSE_INSTANCE) {
packet = configReader.getStruct("WS_UpdateHouseAccessDataMsg", client->GetVersion());
if(!packet) {
return; // we need this for these clients or enter house will not work properly
}
if (packet) {
packet->setDataByName("house_id", 0xFFFFFFFFFFFFFFFF);
packet->setDataByName("success", (upkeep_due > 0) ? 0xFFFFFFFF : 0);
packet->setDataByName("unknown2", 0xFFFFFFFF);
packet->setDataByName("unknown3", 0xFFFFFFFF);
}
client->QueuePacket(packet->serialize());
}
safe_delete(packet);
packet = configReader.getStruct("WS_PlayerHouseBaseScreen", client->GetVersion());
if (packet) {
packet->setDataByName("house_id", ph->unique_id);
packet->setDataByName("spawn_id", spawnID);
packet->setDataByName("character_id", client->GetPlayer()->GetCharacterID());
packet->setDataByName("house_name", name.c_str());
packet->setDataByName("zone_name", hz->name.c_str());
packet->setDataByName("upkeep_cost_coins", hz->upkeep_coin);
packet->setDataByName("upkeep_cost_status", hz->upkeep_status);
packet->setDataByName("upkeep_due", upkeep_due);
packet->setDataByName("escrow_balance_coins", ph->escrow_coins);
packet->setDataByName("escrow_balance_status", ph->escrow_status);
// temp - set priv level to owner for now
packet->setDataByName("privlage_level", 4);
// temp - set house type to personal house for now
packet->setDataByName("house_type", 0);
if(client->GetCurrentZone()->GetInstanceType() == PERSONAL_HOUSE_INSTANCE
|| client->GetCurrentZone()->GetInstanceType() == GUILD_HOUSE_INSTANCE) {
packet->setDataByName("inside_house", 1);
packet->setDataByName("public_access_level", 1);
}
packet->setDataByName("num_access", 0);
packet->setDataByName("num_history", 0);
// allows deposits/history to be seen -- at this point seems plausible supposed to be 'inside_house'..?
packet->setDataByName("unknown3", (ph->deposits.size() || ph->history.size()) ? 1 : 0);
packet->setArrayLengthByName("num_deposit", ph->deposits.size());
list<Deposit>::iterator itr;
int d = 0;
for (itr = ph->deposits.begin(); itr != ph->deposits.end(); itr++)
{
packet->setArrayDataByName("deposit_name", itr->name.c_str(), d);
packet->setArrayDataByName("deposit_total_coin", itr->amount, d);
packet->setArrayDataByName("deposit_time_stamp", itr->timestamp, d);
packet->setArrayDataByName("deposit_last_coin", itr->last_amount, d);
packet->setArrayDataByName("deposit_total_status", itr->status, d);
packet->setArrayDataByName("deposit_last_status", itr->last_status, d);
d++;
}
packet->setArrayLengthByName("num_history", ph->history.size());
list<HouseHistory>::iterator hitr;
d = 0;
for (hitr = ph->history.begin(); hitr != ph->history.end(); hitr++)
{
packet->setArrayDataByName("history_name", hitr->name.c_str(), d);
packet->setArrayDataByName("history_coins", hitr->amount, d);
packet->setArrayDataByName("history_status", hitr->status, d);
packet->setArrayDataByName("history_time_stamp", hitr->timestamp, d);
packet->setArrayDataByName("history_reason", hitr->reason.c_str(), d);
packet->setArrayDataByName("history_add_flag", hitr->pos_flag, d);
d++;
}
EQ2Packet* pack = packet->serialize();
//DumpPacket(pack);
client->QueuePacket(pack);
}
safe_delete(packet);
}
void ClientPacketFunctions::SendHouseVisitWindow(Client* client, vector<PlayerHouse*> houses) {
PacketStruct* packet = configReader.getStruct("WS_DisplayVisitScreen", client->GetVersion());
if (packet) {
vector<PlayerHouse*>::iterator itr;
packet->setArrayLengthByName("num_houses", houses.size());
int16 i = 0;
for (itr = houses.begin(); itr != houses.end(); itr++) {
PlayerHouse* ph = *itr;
if (ph) {
HouseZone* hz = world.GetHouseZone(ph->house_id);
if (hz) {
packet->setArrayDataByName("house_id", ph->unique_id, i);
packet->setArrayDataByName("house_owner", ph->player_name.c_str(), i);
packet->setArrayDataByName("house_location", hz->name.c_str(), i);
packet->setArrayDataByName("house_zone", client->GetCurrentZone()->GetZoneName(), i);
if ( string(client->GetPlayer()->GetName()).compare(ph->player_name) == 0 )
packet->setArrayDataByName("access_level", 4, i);
else
packet->setArrayDataByName("access_level", 1, i);
packet->setArrayDataByName("visit_flag", 0, i); // 0 = allowed to visit, 1 = owner hasn't paid upkeep
i++;
}
}
}
client->QueuePacket(packet->serialize());
}
safe_delete(packet);
}
/*
<Struct Name="WS_DisplayVisitScreen" ClientVersion="1193" OpcodeName="OP_DisplayInnVisitScreenMsg">
<Data ElementName="num_houses" Type="int16" Size="1" />
<Data ElementName="visithouse_array" Type="Array" ArraySizeVariable="num_houses">
<Data ElementName="house_id" Type="int64" />
<Data ElementName="house_owner" Type="EQ2_16Bit_String" />
<Data ElementName="house_location" Type="EQ2_16Bit_string" />
<Data ElementName="house_zone" Type="EQ2_16Bit_String" />
<Data ElementName="access_level" Type="int8" Size="1" />
<Data ElementName="unknown3" Type="int8" Size="3" />
<Data ElementName="visit_flag" Type="int8" Size="1" />
</Data>
<Data ElementName="unknown4" Type="int32" Size="1" />
<Data ElementName="unknown5" Type="int8" Size="1" />
</Struct>
*/
void ClientPacketFunctions::SendLocalizedTextMessage(Client* client)
{
/***
-- OP_ReloadLocalizedTxtMsg --
5/26/2020 19:08:41
69.174.200.100 -> 192.168.1.1
0000: 01 FF 63 01 62 00 00 00 1C 00 49 72 6F 6E 74 6F ..c.b.....Ironto
0010: 65 73 20 45 61 73 74 20 4C 61 72 67 65 20 49 6E es East Large In
0020: 6E 20 52 6F 6F 6D 07 01 00 00 00 1C 00 49 72 6F n Room.......Iro
0030: 6E 74 6F 65 73 20 45 61 73 74 20 4C 61 72 67 65 ntoes East Large
0040: 20 49 6E 6E 20 52 6F 6F 6D 07 02 00 00 00 1C 00 Inn Room.......
0050: 49 72 6F 6E 74 6F 65 73 20 45 61 73 74 20 4C 61 Irontoes East La
0060: 72 67 65 20 49 6E 6E 20 52 6F 6F 6D 07 03 00 00 rge Inn Room....
0070: 00 1C 00 49 72 6F 6E 74 6F 65 73 20 45 61 73 74 ...Irontoes East
0080: 20 4C 61 72 67 65 20 49 6E 6E 20 52 6F 6F 6D 07 Large Inn Room.
0090: 04 00 00 00 1C 00 49 72 6F 6E 74 6F 65 73 20 45 ......Irontoes E
00A0: 61 73 74 20 4C 61 72 67 65 20 49 6E 6E 20 52 6F ast Large Inn Ro
00B0: 6F 6D 07 05 00 00 00 1C 00 49 72 6F 6E 74 6F 65 om.......Irontoe
00C0: 73 20 45 61 73 74 20 4C 61 72 67 65 20 49 6E 6E s East Large Inn
00D0: 20 52 6F 6F 6D 07 06 00 00 00 1C 00 49 72 6F 6E Room.......Iron
00E0: 74 6F 65 73 20 45 61 73 74 20 4C 61 72 67 65 20 toes East Large
00F0: 49 6E 6E 20 52 6F 6F 6D 07 07 00 00 00 19 00 51 Inn Room.......Q
0100: 65 79 6E 6F 73 20 47 75 69 6C 64 20 48 61 6C 6C eynos Guild Hall
0110: 2C 20 54 69 65 72 20 31 07 08 00 00 00 16 00 4C , Tier 1.......L
0120: 69 6F 6E 27 73 20 4D 61 6E 65 20 53 75 69 74 65 ion's Mane Suite
0130: 20 52 6F 6F 6D 07 09 00 00 00 16 00 4C 69 6F 6E Room.......Lion
0140: 27 73 20 4D 61 6E 65 20 53 75 69 74 65 20 52 6F 's Mane Suite Ro
0150: 6F 6D 07 0A 00 00 00 16 00 4C 69 6F 6E 27 73 20 om.......Lion's
0160: 4D 61 6E 65 20 53 75 69 74 65 20 52 6F 6F 6D 07 Mane Suite Room.
0170: 0B 00 00 00 16 00 4C 69 6F 6E 27 73 20 4D 61 6E ......Lion's Man
0180: 65 20 53 75 69 74 65 20 52 6F 6F 6D 07 0C 00 00 e Suite Room....
0190: 00 0E 00 32 20 4C 75 63 69 65 20 53 74 72 65 65 ...2 Lucie Stree
01A0: 74 07 0D 00 00 00 0F 00 31 37 20 54 72 61 6E 71 t.......17 Tranq
01B0: 75 69 6C 20 57 61 79 07 0E 00 00 00 0E 00 38 20 uil Way.......8
01C0: 4C 75 63 69 65 20 53 74 72 65 65 74 07 0F 00 00 Lucie Street....
01D0: 00 0F 00 31 32 20 4C 75 63 69 65 20 53 74 72 65 ...12 Lucie Stre
01E0: 65 74 07 10 00 00 00 0F 00 31 38 20 4C 75 63 69 et.......18 Luci
01F0: 65 20 53 74 72 65 65 74 07 11 00 00 00 0F 00 32 e Street.......2
0200: 30 20 4C 75 63 69 65 20 53 74 72 65 65 74 07 12 0 Lucie Street..
0210: 00 00 00 0E 00 33 20 54 72 61 6E 71 75 69 6C 20 .....3 Tranquil
0220: 57 61 79 07 13 00 00 00 0E 00 37 20 54 72 61 6E Way.......7 Tran
0230: 71 75 69 6C 20 57 61 79 07 14 00 00 00 0F 00 31 quil Way.......1
0240: 33 20 54 72 61 6E 71 75 69 6C 20 57 61 79 07 15 3 Tranquil Way..
0250: 00 00 00 0F 00 31 35 20 54 72 61 6E 71 75 69 6C .....15 Tranquil
0260: 20 57 61 79 07 16 00 00 00 19 00 51 65 79 6E 6F Way.......Qeyno
0270: 73 20 47 75 69 6C 64 20 48 61 6C 6C 2C 20 54 69 s Guild Hall, Ti
0280: 65 72 20 32 07 17 00 00 00 0F 00 38 20 45 72 6F er 2.......8 Ero
0290: 6C 6C 69 73 69 20 4C 61 6E 65 07 18 00 00 00 0F llisi Lane......
02A0: 00 35 20 45 72 6F 6C 6C 69 73 69 20 4C 61 6E 65 .5 Erollisi Lane
02B0: 07 19 00 00 00 0E 00 35 20 4B 61 72 61 6E 61 20 .......5 Karana
02C0: 43 6F 75 72 74 07 1A 00 00 00 0D 00 32 20 42 61 Court.......2 Ba
02D0: 79 6C 65 20 43 6F 75 72 74 07 1B 00 00 00 0D 00 yle Court.......
02E0: 34 20 42 61 79 6C 65 20 43 6F 75 72 74 07 1C 00 4 Bayle Court...
02F0: 00 00 16 00 4C 69 6F 6E 27 73 20 4D 61 6E 65 20 ....Lion's Mane
0300: 53 75 69 74 65 20 52 6F 6F 6D 07 1D 00 00 00 16 Suite Room......
0310: 00 4C 69 6F 6E 27 73 20 4D 61 6E 65 20 53 75 69 .Lion's Mane Sui
0320: 74 65 20 52 6F 6F 6D 07 1E 00 00 00 16 00 4C 69 te Room.......Li
0330: 6F 6E 27 73 20 4D 61 6E 65 20 53 75 69 74 65 20 on's Mane Suite
0340: 52 6F 6F 6D 07 1F 00 00 00 16 00 4C 69 6F 6E 27 Room.......Lion'
0350: 73 20 4D 61 6E 65 20 53 75 69 74 65 20 52 6F 6F s Mane Suite Roo
0360: 6D 07 20 00 00 00 0E 00 35 20 4C 75 63 69 65 20 m. .....5 Lucie
0370: 53 74 72 65 65 74 07 21 00 00 00 0F 00 32 30 20 Street.!.....20
0380: 4B 61 72 61 6E 61 20 43 6F 75 72 74 07 22 00 00 Karana Court."..
0390: 00 0E 00 39 20 4C 75 63 69 65 20 53 74 72 65 65 ...9 Lucie Stree
03A0: 74 07 23 00 00 00 0F 00 31 35 20 4C 75 63 69 65 t.#.....15 Lucie
03B0: 20 53 74 72 65 65 74 07 24 00 00 00 0F 00 31 37 Street.$.....17
03C0: 20 4C 75 63 69 65 20 53 74 72 65 65 74 07 25 00 Lucie Street.%.
03D0: 00 00 0F 00 32 31 20 4C 75 63 69 65 20 53 74 72 ....21 Lucie Str
03E0: 65 65 74 07 26 00 00 00 0E 00 36 20 4B 61 72 61 eet.&.....6 Kara
03F0: 6E 61 20 43 6F 75 72 74 07 27 00 00 00 0F 00 31 na Court.'.....1
0400: 32 20 4B 61 72 61 6E 61 20 43 6F 75 72 74 07 28 2 Karana Court.(
0410: 00 00 00 0F 00 31 34 20 4B 61 72 61 6E 61 20 43 .....14 Karana C
0420: 6F 75 72 74 07 29 00 00 00 0F 00 31 38 20 4B 61 ourt.).....18 Ka
0430: 72 61 6E 61 20 43 6F 75 72 74 07 2A 00 00 00 1E rana Court.*....
0440: 00 43 6F 6E 63 6F 72 64 69 75 6D 20 54 6F 77 65 .Concordium Towe
0450: 72 20 4D 61 67 69 63 61 6C 20 4D 61 6E 6F 72 07 r Magical Manor.
0460: 2B 00 00 00 15 00 41 72 63 61 6E 65 20 41 63 61 +.....Arcane Aca
0470: 64 65 6D 79 20 50 6F 72 74 61 6C 07 2C 00 00 00 demy Portal.,...
0480: 13 00 43 6F 75 72 74 20 6F 66 20 74 68 65 20 4D ..Court of the M
0490: 61 73 74 65 72 07 2D 00 00 00 13 00 43 69 74 79 aster.-.....City
04A0: 20 6F 66 20 4D 69 73 74 20 45 73 74 61 74 65 07 of Mist Estate.
04B0: 2E 00 00 00 10 00 44 61 72 6B 6C 69 67 68 74 20 ......Darklight
04C0: 50 61 6C 61 63 65 07 2F 00 00 00 11 00 44 65 65 Palace./.....Dee
04D0: 70 77 61 74 65 72 20 52 65 74 72 65 61 74 07 30 pwater Retreat.0
04E0: 00 00 00 24 00 44 68 61 6C 67 61 72 20 50 72 65 ...$.Dhalgar Pre
04F0: 63 69 70 69 63 65 20 6F 66 20 74 68 65 20 44 65 cipice of the De
0500: 65 70 20 50 6F 72 74 61 6C 07 31 00 00 00 12 00 ep Portal.1.....
0510: 44 69 6D 65 6E 73 69 6F 6E 61 6C 20 50 6F 63 6B Dimensional Pock
0520: 65 74 07 32 00 00 00 0B 00 44 6F 6A 6F 20 50 6F et.2.....Dojo Po
0530: 72 74 61 6C 07 33 00 00 00 21 00 45 6C 61 62 6F rtal.3...!.Elabo
0540: 72 61 74 65 20 45 73 74 61 74 65 20 6F 66 20 55 rate Estate of U
0550: 6E 72 65 73 74 20 50 6F 72 74 61 6C 07 34 00 00 nrest Portal.4..
0560: 00 11 00 45 74 68 65 72 6E 65 72 65 20 45 6E 63 ...Ethernere Enc
0570: 6C 61 76 65 07 35 00 00 00 10 00 45 76 65 72 66 lave.5.....Everf
0580: 72 6F 73 74 20 50 6F 72 74 61 6C 07 36 00 00 00 rost Portal.6...
0590: 16 00 46 65 61 72 66 75 6C 20 52 65 74 72 65 61 ..Fearful Retrea
05A0: 74 20 50 6F 72 74 61 6C 07 37 00 00 00 0F 00 46 t Portal.7.....F
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0910: 07 57 00 00 00 0F 00 54 69 6E 6B 65 72 65 72 27 .W.....Tinkerer'
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09A0: 5C 00 00 00 26 00 4C 69 6F 6E 27 73 20 4D 61 6E \...&.Lion's Man
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0A00: 5E 00 00 00 29 00 4C 69 6F 6E 27 73 20 4D 61 6E ^...).Lion's Man
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0A30: 5F 00 00 00 2C 00 4C 69 6F 6E 27 73 20 4D 61 6E _...,.Lion's Man
0A40: 65 20 56 65 73 74 69 67 65 20 52 6F 6F 6D 20 2D e Vestige Room -
0A50: 20 43 61 73 74 6C 65 76 69 65 77 20 48 61 6D 6C Castleview Haml
0A60: 65 74 07 60 00 00 00 2A 00 4C 69 6F 6E 27 73 20 et.`...*.Lion's
0A70: 4D 61 6E 65 20 56 65 73 74 69 67 65 20 52 6F 6F Mane Vestige Roo
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*/
}

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# Chat System
The chat system provides comprehensive channel-based communication for EverQuest II server emulation, converted from the original C++ EQ2EMu implementation.
## Overview
The chat system manages multiple chat channels with membership, access control, and message routing capabilities. It supports both persistent world channels (loaded from database) and temporary custom channels (created by players).
## Architecture
### Core Components
**ChatManager** - Main chat system coordinator managing multiple channels
**Channel** - Individual channel implementation with membership and messaging
**ChatService** - High-level service interface for chat operations
**DatabaseChannelManager** - Database persistence layer for world channels
### Key Features
- **Channel Types**: World (persistent) and Custom (temporary) channels
- **Access Control**: Level, race, and class restrictions with bitmask filtering
- **Password Protection**: Optional password protection for channels
- **Language Integration**: Multilingual chat processing with language comprehension
- **Discord Integration**: Optional Discord webhook bridge for specific channels
- **Thread Safety**: All operations use proper Go concurrency patterns
## Channel Types
### World Channels
- Persistent channels loaded from database at server startup
- Cannot be deleted by players
- Configured with access restrictions (level, race, class)
- Examples: "Auction", "Level_1-9", "Trade"
### Custom Channels
- Created dynamically by players
- Automatically deleted when empty for 5+ minutes
- Support optional password protection
- Player-controlled membership
## Database Schema
```sql
CREATE TABLE channels (
name TEXT PRIMARY KEY,
password TEXT,
level_restriction INTEGER NOT NULL DEFAULT 0,
classes INTEGER NOT NULL DEFAULT 0,
races INTEGER NOT NULL DEFAULT 0,
created_at DATETIME DEFAULT CURRENT_TIMESTAMP,
updated_at DATETIME DEFAULT CURRENT_TIMESTAMP
);
```
## Access Control
### Level Restrictions
- Minimum level required to join channel
- 0 = no level restriction
### Race Restrictions (Bitmask)
- Bit position corresponds to race ID
- 0 = all races allowed
- Example: `(1 << raceID) & raceMask` checks if race is allowed
### Class Restrictions (Bitmask)
- Bit position corresponds to class ID
- 0 = all classes allowed
- Example: `(1 << classID) & classMask` checks if class is allowed
## Usage Examples
### Basic Operations
```go
// Initialize chat service
service := NewChatService(database, clientManager, playerManager, languageProcessor)
err := service.Initialize(ctx)
// Create custom channel
err := service.CreateChannel("MyChannel", "password123")
// Join channel
err := service.JoinChannel(characterID, "MyChannel", "password123")
// Send message
err := service.SendChannelMessage(characterID, "MyChannel", "Hello everyone!")
// Leave channel
err := service.LeaveChannel(characterID, "MyChannel")
```
### Channel Commands
```go
// Process channel command from client
err := service.ProcessChannelCommand(characterID, "join", "Auction")
err := service.ProcessChannelCommand(characterID, "tell", "Auction", "WTS", "Epic", "Sword")
err := service.ProcessChannelCommand(characterID, "who", "Auction")
err := service.ProcessChannelCommand(characterID, "leave", "Auction")
```
### Admin Operations
```go
// Get channel statistics
stats := service.GetStatistics()
fmt.Printf("Total channels: %d, Active: %d\n", stats.TotalChannels, stats.ActiveChannels)
// Broadcast system message
err := service.BroadcastSystemMessage("Auction", "Server restart in 10 minutes", "System")
// Cleanup empty channels
removed := service.CleanupEmptyChannels()
```
## Integration Interfaces
### ClientManager
Handles client communication for channel lists, messages, and updates.
### PlayerManager
Provides player information for access control and message routing.
### LanguageProcessor
Processes multilingual messages with language comprehension checks.
### ChannelDatabase
Manages persistent storage of world channels and configuration.
## Protocol Integration
### Packet Types
- `WS_AvailWorldChannels` - Channel list for client
- `WS_ChatChannelUpdate` - Join/leave notifications
- `WS_HearChat` - Channel message delivery
- `WS_WhoChannelQueryReply` - User list responses
### Channel Actions
- `CHAT_CHANNEL_JOIN` (0) - Player joins channel
- `CHAT_CHANNEL_LEAVE` (1) - Player leaves channel
- `CHAT_CHANNEL_OTHER_JOIN` (2) - Another player joins
- `CHAT_CHANNEL_OTHER_LEAVE` (3) - Another player leaves
## Language Support
The chat system integrates with the language system for multilingual communication:
- Messages are processed based on sender's default language
- Recipients receive scrambled text for unknown languages
- Language comprehension is checked per message
- Proper language ID tracking for all communications
## Discord Integration (Optional)
Channels can be configured for Discord webhook integration:
- Bidirectional chat bridge (EQ2 ↔ Discord)
- Configurable per channel via rules system
- Webhook-based implementation for simplicity
- Server name and character name formatting
## Thread Safety
All operations are thread-safe using:
- `sync.RWMutex` for read/write operations
- Atomic operations where appropriate
- Proper locking hierarchies to prevent deadlocks
- Channel-level and manager-level synchronization
## Performance Considerations
- Channel lookups use case-insensitive maps
- Member lists use slices with efficient removal
- Read operations use read locks for concurrency
- Database operations are context-aware with timeouts
## Error Handling
The system provides comprehensive error handling:
- Channel not found errors
- Access denied errors (level/race/class restrictions)
- Password validation errors
- Database connection errors
- Language processing errors
## Future Enhancements
Areas marked for future implementation:
- Advanced Discord bot integration
- Channel moderation features
- Message history and logging
- Channel-specific emote support
- Advanced filtering and search
- Cross-server channel support
## File Structure
```
internal/chat/
├── README.md # This documentation
├── constants.go # Channel constants and limits
├── types.go # Core data structures
├── interfaces.go # Integration interfaces
├── chat.go # Main ChatManager implementation
├── channel.go # Channel implementation
├── database.go # Database operations
├── manager.go # High-level ChatService
└── channel/
└── channel.go # Standalone channel package
```
## Dependencies
- `eq2emu/internal/database` - Database wrapper
- `eq2emu/internal/languages` - Language processing
- Standard library: `context`, `sync`, `strings`, `time`
## Testing
The chat system is designed for comprehensive testing:
- Mock interfaces for all dependencies
- Isolated channel testing
- Concurrent operation testing
- Database integration testing
- Error condition testing

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package chat
import (
"fmt"
"slices"
)
// NewChannel creates a new channel instance
func NewChannel(name string) *Channel {
return &Channel{
name: name,
members: make([]int32, 0),
}
}
// SetName sets the channel name
func (c *Channel) SetName(name string) {
c.mu.Lock()
defer c.mu.Unlock()
c.name = name
}
// SetPassword sets the channel password
func (c *Channel) SetPassword(password string) {
c.mu.Lock()
defer c.mu.Unlock()
c.password = password
}
// SetType sets the channel type
func (c *Channel) SetType(channelType int) {
c.mu.Lock()
defer c.mu.Unlock()
c.channelType = channelType
}
// SetLevelRestriction sets the minimum level required to join
func (c *Channel) SetLevelRestriction(level int32) {
c.mu.Lock()
defer c.mu.Unlock()
c.levelRestriction = level
}
// SetRacesAllowed sets the race bitmask for allowed races
func (c *Channel) SetRacesAllowed(races int32) {
c.mu.Lock()
defer c.mu.Unlock()
c.raceRestriction = races
}
// SetClassesAllowed sets the class bitmask for allowed classes
func (c *Channel) SetClassesAllowed(classes int32) {
c.mu.Lock()
defer c.mu.Unlock()
c.classRestriction = classes
}
// GetName returns the channel name
func (c *Channel) GetName() string {
c.mu.RLock()
defer c.mu.RUnlock()
return c.name
}
// GetType returns the channel type
func (c *Channel) GetType() int {
c.mu.RLock()
defer c.mu.RUnlock()
return c.channelType
}
// GetNumClients returns the number of clients in the channel
func (c *Channel) GetNumClients() int {
c.mu.RLock()
defer c.mu.RUnlock()
return len(c.members)
}
// HasPassword returns true if the channel has a password
func (c *Channel) HasPassword() bool {
c.mu.RLock()
defer c.mu.RUnlock()
return c.password != ""
}
// PasswordMatches checks if the provided password matches the channel password
func (c *Channel) PasswordMatches(password string) bool {
c.mu.RLock()
defer c.mu.RUnlock()
return c.password == password
}
// CanJoinChannelByLevel checks if a player's level meets the channel requirements
func (c *Channel) CanJoinChannelByLevel(level int32) bool {
c.mu.RLock()
defer c.mu.RUnlock()
return level >= c.levelRestriction
}
// CanJoinChannelByRace checks if a player's race is allowed in the channel
func (c *Channel) CanJoinChannelByRace(raceID int32) bool {
c.mu.RLock()
defer c.mu.RUnlock()
return c.raceRestriction == NoRaceRestriction || (c.raceRestriction&(1<<raceID)) != 0
}
// CanJoinChannelByClass checks if a player's class is allowed in the channel
func (c *Channel) CanJoinChannelByClass(classID int32) bool {
c.mu.RLock()
defer c.mu.RUnlock()
return c.classRestriction == NoClassRestriction || (c.classRestriction&(1<<classID)) != 0
}
// IsInChannel checks if a character is in the channel
func (c *Channel) IsInChannel(characterID int32) bool {
c.mu.RLock()
defer c.mu.RUnlock()
return c.isInChannel(characterID)
}
// isInChannel is the internal implementation without locking
func (c *Channel) isInChannel(characterID int32) bool {
return slices.Contains(c.members, characterID)
}
// JoinChannel adds a character to the channel
func (c *Channel) JoinChannel(characterID int32) error {
c.mu.Lock()
defer c.mu.Unlock()
return c.joinChannel(characterID)
}
// joinChannel is the internal implementation without locking
func (c *Channel) joinChannel(characterID int32) error {
// Check if already in channel
if c.isInChannel(characterID) {
return fmt.Errorf("character %d is already in channel %s", characterID, c.name)
}
// Add to members list
c.members = append(c.members, characterID)
return nil
}
// LeaveChannel removes a character from the channel
func (c *Channel) LeaveChannel(characterID int32) error {
c.mu.Lock()
defer c.mu.Unlock()
return c.leaveChannel(characterID)
}
// leaveChannel is the internal implementation without locking
func (c *Channel) leaveChannel(characterID int32) error {
// Find and remove the character
for i, memberID := range c.members {
if memberID == characterID {
// Remove member by swapping with last element and truncating
c.members[i] = c.members[len(c.members)-1]
c.members = c.members[:len(c.members)-1]
return nil
}
}
return fmt.Errorf("character %d is not in channel %s", characterID, c.name)
}
// GetMembers returns a copy of the current member list
func (c *Channel) GetMembers() []int32 {
c.mu.RLock()
defer c.mu.RUnlock()
// Return a copy to prevent external modification
members := make([]int32, len(c.members))
copy(members, c.members)
return members
}
// GetChannelInfo returns basic channel information
func (c *Channel) GetChannelInfo() ChannelInfo {
c.mu.RLock()
defer c.mu.RUnlock()
return ChannelInfo{
Name: c.name,
HasPassword: c.password != "",
MemberCount: len(c.members),
LevelRestriction: c.levelRestriction,
RaceRestriction: c.raceRestriction,
ClassRestriction: c.classRestriction,
ChannelType: c.channelType,
}
}
// ValidateJoin checks if a character can join the channel based on restrictions
func (c *Channel) ValidateJoin(level, race, class int32, password string) error {
c.mu.RLock()
defer c.mu.RUnlock()
// Check password
if c.password != "" && c.password != password {
return fmt.Errorf("invalid password for channel %s", c.name)
}
// Check level restriction
if !c.CanJoinChannelByLevel(level) {
return fmt.Errorf("level %d does not meet minimum requirement of %d for channel %s",
level, c.levelRestriction, c.name)
}
// Check race restriction
if !c.CanJoinChannelByRace(race) {
return fmt.Errorf("race %d is not allowed in channel %s", race, c.name)
}
// Check class restriction
if !c.CanJoinChannelByClass(class) {
return fmt.Errorf("class %d is not allowed in channel %s", class, c.name)
}
return nil
}
// IsEmpty returns true if the channel has no members
func (c *Channel) IsEmpty() bool {
c.mu.RLock()
defer c.mu.RUnlock()
return len(c.members) == 0
}
// Copy creates a deep copy of the channel (useful for serialization or backups)
func (c *Channel) Copy() *Channel {
c.mu.RLock()
defer c.mu.RUnlock()
newChannel := &Channel{
name: c.name,
password: c.password,
channelType: c.channelType,
levelRestriction: c.levelRestriction,
raceRestriction: c.raceRestriction,
classRestriction: c.classRestriction,
discordEnabled: c.discordEnabled,
created: c.created,
members: make([]int32, len(c.members)),
}
copy(newChannel.members, c.members)
return newChannel
}

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package channel
import (
"fmt"
"slices"
"sync"
"time"
)
// Channel type constants
const (
TypeNone = 0
TypeWorld = 1 // Persistent, loaded from database
TypeCustom = 2 // Temporary, deleted when empty
)
// Channel actions for client communication
const (
ActionJoin = 0 // Player joins channel
ActionLeave = 1 // Player leaves channel
ActionOtherJoin = 2 // Another player joins
ActionOtherLeave = 3 // Another player leaves
)
// Channel name and password limits
const (
MaxNameLength = 100
MaxPasswordLength = 100
)
// Channel restrictions
const (
NoLevelRestriction = 0
NoRaceRestriction = 0
NoClassRestriction = 0
)
// Channel represents a chat channel with membership and message routing capabilities
type Channel struct {
mu sync.RWMutex
name string
password string
channelType int
levelRestriction int32
raceRestriction int32
classRestriction int32
members []int32 // Character IDs
discordEnabled bool
created time.Time
}
// ChannelInfo provides basic channel information for client lists
type ChannelInfo struct {
Name string
HasPassword bool
MemberCount int
LevelRestriction int32
RaceRestriction int32
ClassRestriction int32
ChannelType int
}
// ChannelMember represents a member in a channel
type ChannelMember struct {
CharacterID int32
CharacterName string
Level int32
Race int32
Class int32
JoinedAt time.Time
}
// NewChannel creates a new channel instance
func NewChannel(name string) *Channel {
return &Channel{
name: name,
members: make([]int32, 0),
created: time.Now(),
}
}
// SetName sets the channel name
func (c *Channel) SetName(name string) {
c.mu.Lock()
defer c.mu.Unlock()
c.name = name
}
// SetPassword sets the channel password
func (c *Channel) SetPassword(password string) {
c.mu.Lock()
defer c.mu.Unlock()
c.password = password
}
// SetType sets the channel type
func (c *Channel) SetType(channelType int) {
c.mu.Lock()
defer c.mu.Unlock()
c.channelType = channelType
}
// SetLevelRestriction sets the minimum level required to join
func (c *Channel) SetLevelRestriction(level int32) {
c.mu.Lock()
defer c.mu.Unlock()
c.levelRestriction = level
}
// SetRacesAllowed sets the race bitmask for allowed races
func (c *Channel) SetRacesAllowed(races int32) {
c.mu.Lock()
defer c.mu.Unlock()
c.raceRestriction = races
}
// SetClassesAllowed sets the class bitmask for allowed classes
func (c *Channel) SetClassesAllowed(classes int32) {
c.mu.Lock()
defer c.mu.Unlock()
c.classRestriction = classes
}
// SetDiscordEnabled enables or disables Discord integration for this channel
func (c *Channel) SetDiscordEnabled(enabled bool) {
c.mu.Lock()
defer c.mu.Unlock()
c.discordEnabled = enabled
}
// GetName returns the channel name
func (c *Channel) GetName() string {
c.mu.RLock()
defer c.mu.RUnlock()
return c.name
}
// GetType returns the channel type
func (c *Channel) GetType() int {
c.mu.RLock()
defer c.mu.RUnlock()
return c.channelType
}
// GetNumClients returns the number of clients in the channel
func (c *Channel) GetNumClients() int {
c.mu.RLock()
defer c.mu.RUnlock()
return len(c.members)
}
// GetCreatedTime returns when the channel was created
func (c *Channel) GetCreatedTime() time.Time {
c.mu.RLock()
defer c.mu.RUnlock()
return c.created
}
// HasPassword returns true if the channel has a password
func (c *Channel) HasPassword() bool {
c.mu.RLock()
defer c.mu.RUnlock()
return c.password != ""
}
// PasswordMatches checks if the provided password matches the channel password
func (c *Channel) PasswordMatches(password string) bool {
c.mu.RLock()
defer c.mu.RUnlock()
return c.password == password
}
// CanJoinChannelByLevel checks if a player's level meets the channel requirements
func (c *Channel) CanJoinChannelByLevel(level int32) bool {
c.mu.RLock()
defer c.mu.RUnlock()
return level >= c.levelRestriction
}
// CanJoinChannelByRace checks if a player's race is allowed in the channel
func (c *Channel) CanJoinChannelByRace(raceID int32) bool {
c.mu.RLock()
defer c.mu.RUnlock()
return c.raceRestriction == NoRaceRestriction || (c.raceRestriction&(1<<raceID)) != 0
}
// CanJoinChannelByClass checks if a player's class is allowed in the channel
func (c *Channel) CanJoinChannelByClass(classID int32) bool {
c.mu.RLock()
defer c.mu.RUnlock()
return c.classRestriction == NoClassRestriction || (c.classRestriction&(1<<classID)) != 0
}
// IsInChannel checks if a character is in the channel
func (c *Channel) IsInChannel(characterID int32) bool {
c.mu.RLock()
defer c.mu.RUnlock()
return c.isInChannel(characterID)
}
// isInChannel is the internal implementation without locking
func (c *Channel) isInChannel(characterID int32) bool {
return slices.Contains(c.members, characterID)
}
// JoinChannel adds a character to the channel
func (c *Channel) JoinChannel(characterID int32) error {
c.mu.Lock()
defer c.mu.Unlock()
return c.joinChannel(characterID)
}
// joinChannel is the internal implementation without locking
func (c *Channel) joinChannel(characterID int32) error {
// Check if already in channel
if c.isInChannel(characterID) {
return fmt.Errorf("character %d is already in channel %s", characterID, c.name)
}
// Add to members list
c.members = append(c.members, characterID)
return nil
}
// LeaveChannel removes a character from the channel
func (c *Channel) LeaveChannel(characterID int32) error {
c.mu.Lock()
defer c.mu.Unlock()
return c.leaveChannel(characterID)
}
// leaveChannel is the internal implementation without locking
func (c *Channel) leaveChannel(characterID int32) error {
// Find and remove the character
for i, memberID := range c.members {
if memberID == characterID {
// Remove member by swapping with last element and truncating
c.members[i] = c.members[len(c.members)-1]
c.members = c.members[:len(c.members)-1]
return nil
}
}
return fmt.Errorf("character %d is not in channel %s", characterID, c.name)
}
// GetMembers returns a copy of the current member list
func (c *Channel) GetMembers() []int32 {
c.mu.RLock()
defer c.mu.RUnlock()
// Return a copy to prevent external modification
members := make([]int32, len(c.members))
copy(members, c.members)
return members
}
// GetChannelInfo returns basic channel information
func (c *Channel) GetChannelInfo() ChannelInfo {
c.mu.RLock()
defer c.mu.RUnlock()
return ChannelInfo{
Name: c.name,
HasPassword: c.password != "",
MemberCount: len(c.members),
LevelRestriction: c.levelRestriction,
RaceRestriction: c.raceRestriction,
ClassRestriction: c.classRestriction,
ChannelType: c.channelType,
}
}
// ValidateJoin checks if a character can join the channel based on restrictions
func (c *Channel) ValidateJoin(level, race, class int32, password string) error {
c.mu.RLock()
defer c.mu.RUnlock()
// Check password
if c.password != "" && c.password != password {
return fmt.Errorf("invalid password for channel %s", c.name)
}
// Check level restriction
if !c.CanJoinChannelByLevel(level) {
return fmt.Errorf("level %d does not meet minimum requirement of %d for channel %s",
level, c.levelRestriction, c.name)
}
// Check race restriction
if !c.CanJoinChannelByRace(race) {
return fmt.Errorf("race %d is not allowed in channel %s", race, c.name)
}
// Check class restriction
if !c.CanJoinChannelByClass(class) {
return fmt.Errorf("class %d is not allowed in channel %s", class, c.name)
}
return nil
}
// IsEmpty returns true if the channel has no members
func (c *Channel) IsEmpty() bool {
c.mu.RLock()
defer c.mu.RUnlock()
return len(c.members) == 0
}
// IsDiscordEnabled returns true if Discord integration is enabled for this channel
func (c *Channel) IsDiscordEnabled() bool {
c.mu.RLock()
defer c.mu.RUnlock()
return c.discordEnabled
}
// Copy creates a deep copy of the channel (useful for serialization or backups)
func (c *Channel) Copy() *Channel {
c.mu.RLock()
defer c.mu.RUnlock()
newChannel := &Channel{
name: c.name,
password: c.password,
channelType: c.channelType,
levelRestriction: c.levelRestriction,
raceRestriction: c.raceRestriction,
classRestriction: c.classRestriction,
discordEnabled: c.discordEnabled,
created: c.created,
members: make([]int32, len(c.members)),
}
copy(newChannel.members, c.members)
return newChannel
}
// GetRestrictions returns the channel's access restrictions
func (c *Channel) GetRestrictions() (level, race, class int32) {
c.mu.RLock()
defer c.mu.RUnlock()
return c.levelRestriction, c.raceRestriction, c.classRestriction
}
// GetPassword returns the channel password (for admin purposes)
func (c *Channel) GetPassword() string {
c.mu.RLock()
defer c.mu.RUnlock()
return c.password
}
// UpdateRestrictions updates all access restrictions at once
func (c *Channel) UpdateRestrictions(level, race, class int32) {
c.mu.Lock()
defer c.mu.Unlock()
c.levelRestriction = level
c.raceRestriction = race
c.classRestriction = class
}

456
internal/chat/chat.go Normal file
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package chat
import (
"context"
"fmt"
"strings"
"sync"
"time"
)
// NewChatManager creates a new chat manager instance
func NewChatManager(database ChannelDatabase, clientManager ClientManager, playerManager PlayerManager, languageProcessor LanguageProcessor) *ChatManager {
return &ChatManager{
channels: make(map[string]*Channel),
database: database,
clientManager: clientManager,
playerManager: playerManager,
languageProcessor: languageProcessor,
}
}
// Initialize loads world channels from database and prepares the chat system
func (cm *ChatManager) Initialize(ctx context.Context) error {
cm.mu.Lock()
defer cm.mu.Unlock()
// Load world channels from database
worldChannels, err := cm.database.LoadWorldChannels(ctx)
if err != nil {
return fmt.Errorf("failed to load world channels: %w", err)
}
// Create world channels
for _, channelData := range worldChannels {
channel := &Channel{
name: channelData.Name,
password: channelData.Password,
channelType: ChannelTypeWorld,
levelRestriction: channelData.LevelRestriction,
raceRestriction: channelData.RaceRestriction,
classRestriction: channelData.ClassRestriction,
members: make([]int32, 0),
created: time.Now(),
}
cm.channels[strings.ToLower(channelData.Name)] = channel
}
return nil
}
// AddChannel adds a new channel to the manager (used for world channels loaded from database)
func (cm *ChatManager) AddChannel(channel *Channel) {
cm.mu.Lock()
defer cm.mu.Unlock()
cm.channels[strings.ToLower(channel.name)] = channel
}
// GetNumChannels returns the total number of channels
func (cm *ChatManager) GetNumChannels() int {
cm.mu.RLock()
defer cm.mu.RUnlock()
return len(cm.channels)
}
// GetWorldChannelList returns filtered list of world channels for a client
func (cm *ChatManager) GetWorldChannelList(characterID int32) ([]ChannelInfo, error) {
cm.mu.RLock()
defer cm.mu.RUnlock()
playerInfo, err := cm.playerManager.GetPlayerInfo(characterID)
if err != nil {
return nil, fmt.Errorf("failed to get player info: %w", err)
}
var channelList []ChannelInfo
for _, channel := range cm.channels {
if channel.channelType == ChannelTypeWorld {
// Check if player can join based on restrictions
if cm.canJoinChannel(playerInfo.Level, playerInfo.Race, playerInfo.Class,
channel.levelRestriction, channel.raceRestriction, channel.classRestriction) {
channelInfo := ChannelInfo{
Name: channel.name,
HasPassword: channel.password != "",
MemberCount: len(channel.members),
LevelRestriction: channel.levelRestriction,
RaceRestriction: channel.raceRestriction,
ClassRestriction: channel.classRestriction,
ChannelType: channel.channelType,
}
channelList = append(channelList, channelInfo)
}
}
}
return channelList, nil
}
// ChannelExists checks if a channel with the given name exists
func (cm *ChatManager) ChannelExists(channelName string) bool {
cm.mu.RLock()
defer cm.mu.RUnlock()
_, exists := cm.channels[strings.ToLower(channelName)]
return exists
}
// HasPassword checks if a channel has a password
func (cm *ChatManager) HasPassword(channelName string) bool {
cm.mu.RLock()
defer cm.mu.RUnlock()
if channel, exists := cm.channels[strings.ToLower(channelName)]; exists {
return channel.password != ""
}
return false
}
// PasswordMatches checks if the provided password matches the channel password
func (cm *ChatManager) PasswordMatches(channelName, password string) bool {
cm.mu.RLock()
defer cm.mu.RUnlock()
if channel, exists := cm.channels[strings.ToLower(channelName)]; exists {
return channel.password == password
}
return false
}
// CreateChannel creates a new custom channel
func (cm *ChatManager) CreateChannel(channelName string, password ...string) error {
if len(channelName) > MaxChannelNameLength {
return fmt.Errorf("channel name too long: %d > %d", len(channelName), MaxChannelNameLength)
}
cm.mu.Lock()
defer cm.mu.Unlock()
// Check if channel already exists
if _, exists := cm.channels[strings.ToLower(channelName)]; exists {
return fmt.Errorf("channel %s already exists", channelName)
}
// Create new custom channel
channel := &Channel{
name: channelName,
channelType: ChannelTypeCustom,
members: make([]int32, 0),
created: time.Now(),
}
// Set password if provided
if len(password) > 0 && password[0] != "" {
if len(password[0]) > MaxChannelPasswordLength {
return fmt.Errorf("channel password too long: %d > %d", len(password[0]), MaxChannelPasswordLength)
}
channel.password = password[0]
}
cm.channels[strings.ToLower(channelName)] = channel
return nil
}
// IsInChannel checks if a character is in the specified channel
func (cm *ChatManager) IsInChannel(characterID int32, channelName string) bool {
cm.mu.RLock()
defer cm.mu.RUnlock()
if channel, exists := cm.channels[strings.ToLower(channelName)]; exists {
return channel.isInChannel(characterID)
}
return false
}
// JoinChannel adds a character to a channel
func (cm *ChatManager) JoinChannel(characterID int32, channelName string, password ...string) error {
cm.mu.Lock()
defer cm.mu.Unlock()
channel, exists := cm.channels[strings.ToLower(channelName)]
if !exists {
return fmt.Errorf("channel %s does not exist", channelName)
}
// Check password if channel has one
if channel.password != "" {
if len(password) == 0 || password[0] != channel.password {
return fmt.Errorf("invalid password for channel %s", channelName)
}
}
// Get player info for validation
playerInfo, err := cm.playerManager.GetPlayerInfo(characterID)
if err != nil {
return fmt.Errorf("failed to get player info: %w", err)
}
// Validate restrictions
if !cm.canJoinChannel(playerInfo.Level, playerInfo.Race, playerInfo.Class,
channel.levelRestriction, channel.raceRestriction, channel.classRestriction) {
return fmt.Errorf("player does not meet channel requirements")
}
// Add to channel
if err := channel.joinChannel(characterID); err != nil {
return err
}
// Notify all channel members of the join
cm.notifyChannelUpdate(channelName, ChatChannelOtherJoin, playerInfo.CharacterName, characterID)
return nil
}
// LeaveChannel removes a character from a channel
func (cm *ChatManager) LeaveChannel(characterID int32, channelName string) error {
cm.mu.Lock()
defer cm.mu.Unlock()
channel, exists := cm.channels[strings.ToLower(channelName)]
if !exists {
return fmt.Errorf("channel %s does not exist", channelName)
}
// Get player info for notification
playerInfo, err := cm.playerManager.GetPlayerInfo(characterID)
if err != nil {
return fmt.Errorf("failed to get player info: %w", err)
}
// Remove from channel
if err := channel.leaveChannel(characterID); err != nil {
return err
}
// Delete custom channels with no members
if channel.channelType == ChannelTypeCustom && len(channel.members) == 0 {
delete(cm.channels, strings.ToLower(channelName))
}
// Notify all remaining channel members of the leave
cm.notifyChannelUpdate(channelName, ChatChannelOtherLeave, playerInfo.CharacterName, characterID)
return nil
}
// LeaveAllChannels removes a character from all channels they're in
func (cm *ChatManager) LeaveAllChannels(characterID int32) error {
cm.mu.Lock()
defer cm.mu.Unlock()
playerInfo, err := cm.playerManager.GetPlayerInfo(characterID)
if err != nil {
return fmt.Errorf("failed to get player info: %w", err)
}
// Find all channels the player is in and remove them
var channelsToDelete []string
for channelName, channel := range cm.channels {
if channel.isInChannel(characterID) {
channel.leaveChannel(characterID)
// Mark custom channels with no members for deletion
if channel.channelType == ChannelTypeCustom && len(channel.members) == 0 {
channelsToDelete = append(channelsToDelete, channelName)
} else {
// Notify remaining members
cm.notifyChannelUpdate(channel.name, ChatChannelOtherLeave, playerInfo.CharacterName, characterID)
}
}
}
// Delete empty custom channels
for _, channelName := range channelsToDelete {
delete(cm.channels, channelName)
}
return nil
}
// TellChannel sends a message to all members of a channel
func (cm *ChatManager) TellChannel(senderID int32, channelName, message string, customName ...string) error {
cm.mu.RLock()
defer cm.mu.RUnlock()
channel, exists := cm.channels[strings.ToLower(channelName)]
if !exists {
return fmt.Errorf("channel %s does not exist", channelName)
}
// Check if sender is in channel (unless it's a system message)
if senderID != 0 && !channel.isInChannel(senderID) {
return fmt.Errorf("sender is not in channel %s", channelName)
}
// Get sender info
var senderName string
var languageID int32
if senderID != 0 {
playerInfo, err := cm.playerManager.GetPlayerInfo(senderID)
if err != nil {
return fmt.Errorf("failed to get sender info: %w", err)
}
senderName = playerInfo.CharacterName
// Get sender's default language
if cm.languageProcessor != nil {
languageID = cm.languageProcessor.GetDefaultLanguage(senderID)
}
}
// Use custom name if provided (for system messages)
if len(customName) > 0 && customName[0] != "" {
senderName = customName[0]
}
// Create message
chatMessage := ChannelMessage{
SenderID: senderID,
SenderName: senderName,
Message: message,
LanguageID: languageID,
ChannelName: channelName,
Timestamp: time.Now(),
}
// Send to all channel members
return cm.deliverChannelMessage(channel, chatMessage)
}
// SendChannelUserList sends the list of users in a channel to a client
func (cm *ChatManager) SendChannelUserList(requesterID int32, channelName string) error {
cm.mu.RLock()
defer cm.mu.RUnlock()
channel, exists := cm.channels[strings.ToLower(channelName)]
if !exists {
return fmt.Errorf("channel %s does not exist", channelName)
}
// Check if requester is in channel
if !channel.isInChannel(requesterID) {
return fmt.Errorf("requester is not in channel %s", channelName)
}
// Build member list
var members []ChannelMember
for _, memberID := range channel.members {
if playerInfo, err := cm.playerManager.GetPlayerInfo(memberID); err == nil {
member := ChannelMember{
CharacterID: memberID,
CharacterName: playerInfo.CharacterName,
Level: playerInfo.Level,
Race: playerInfo.Race,
Class: playerInfo.Class,
JoinedAt: time.Now(), // TODO: Track actual join time
}
members = append(members, member)
}
}
// Send user list to requester
return cm.clientManager.SendChannelUserList(requesterID, channelName, members)
}
// GetChannel returns a channel by name (for internal use)
func (cm *ChatManager) GetChannel(channelName string) *Channel {
cm.mu.RLock()
defer cm.mu.RUnlock()
return cm.channels[strings.ToLower(channelName)]
}
// GetStatistics returns chat system statistics
func (cm *ChatManager) GetStatistics() ChatStatistics {
cm.mu.RLock()
defer cm.mu.RUnlock()
stats := ChatStatistics{
TotalChannels: len(cm.channels),
}
for _, channel := range cm.channels {
switch channel.channelType {
case ChannelTypeWorld:
stats.WorldChannels++
case ChannelTypeCustom:
stats.CustomChannels++
}
stats.TotalMembers += len(channel.members)
if len(channel.members) > 0 {
stats.ActiveChannels++
}
}
return stats
}
// Helper methods
// canJoinChannel checks if a player meets channel requirements
func (cm *ChatManager) canJoinChannel(playerLevel, playerRace, playerClass, levelReq, raceReq, classReq int32) bool {
// Check level restriction
if levelReq > NoLevelRestriction && playerLevel < levelReq {
return false
}
// Check race restriction (bitmask)
if raceReq > NoRaceRestriction && (raceReq&(1<<playerRace)) == 0 {
return false
}
// Check class restriction (bitmask)
if classReq > NoClassRestriction && (classReq&(1<<playerClass)) == 0 {
return false
}
return true
}
// notifyChannelUpdate sends channel update notifications to all members
func (cm *ChatManager) notifyChannelUpdate(channelName string, action int, characterName string, excludeCharacterID int32) {
if channel, exists := cm.channels[strings.ToLower(channelName)]; exists {
for _, memberID := range channel.members {
if memberID != excludeCharacterID {
cm.clientManager.SendChannelUpdate(memberID, channelName, action, characterName)
}
}
}
}
// deliverChannelMessage processes and delivers a message to all channel members
func (cm *ChatManager) deliverChannelMessage(channel *Channel, message ChannelMessage) error {
for _, memberID := range channel.members {
// Process message for language if language processor is available
processedMessage := message
if cm.languageProcessor != nil && message.SenderID != 0 {
if processedText, err := cm.languageProcessor.ProcessMessage(
message.SenderID, memberID, message.Message, message.LanguageID); err == nil {
processedMessage.Message = processedText
}
}
// Send message to member
if err := cm.clientManager.SendChannelMessage(memberID, processedMessage); err != nil {
// Log error but continue sending to other members
// TODO: Add proper logging
}
}
return nil
}

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package chat
// Channel type constants
const (
ChannelTypeNone = 0
ChannelTypeWorld = 1 // Persistent, loaded from database
ChannelTypeCustom = 2 // Temporary, deleted when empty
)
// Chat channel actions for client communication
const (
ChatChannelJoin = 0 // Player joins channel
ChatChannelLeave = 1 // Player leaves channel
ChatChannelOtherJoin = 2 // Another player joins
ChatChannelOtherLeave = 3 // Another player leaves
)
// Channel name and password limits
const (
MaxChannelNameLength = 100
MaxChannelPasswordLength = 100
)
// Channel restrictions
const (
NoLevelRestriction = 0
NoRaceRestriction = 0
NoClassRestriction = 0
)
// Discord integration constants (for future implementation)
const (
DiscordWebhookEnabled = true
DiscordWebhookDisabled = false
)

242
internal/chat/database.go Normal file
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package chat
import (
"context"
"fmt"
"eq2emu/internal/database"
)
// DatabaseChannelManager implements ChannelDatabase interface using the existing database wrapper
type DatabaseChannelManager struct {
db *database.DB
}
// NewDatabaseChannelManager creates a new database channel manager
func NewDatabaseChannelManager(db *database.DB) *DatabaseChannelManager {
return &DatabaseChannelManager{
db: db,
}
}
// LoadWorldChannels retrieves all persistent world channels from database
func (dcm *DatabaseChannelManager) LoadWorldChannels(ctx context.Context) ([]ChatChannelData, error) {
query := "SELECT `name`, `password`, `level_restriction`, `classes`, `races` FROM `channels`"
rows, err := dcm.db.QueryContext(ctx, query)
if err != nil {
return nil, fmt.Errorf("failed to query channels: %w", err)
}
defer rows.Close()
var channels []ChatChannelData
for rows.Next() {
var channel ChatChannelData
var password *string
err := rows.Scan(
&channel.Name,
&password,
&channel.LevelRestriction,
&channel.ClassRestriction,
&channel.RaceRestriction,
)
if err != nil {
return nil, fmt.Errorf("failed to scan channel row: %w", err)
}
// Handle nullable password field
if password != nil {
channel.Password = *password
}
channels = append(channels, channel)
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating channel rows: %w", err)
}
return channels, nil
}
// SaveChannel persists a channel to database (world channels only)
func (dcm *DatabaseChannelManager) SaveChannel(ctx context.Context, channel ChatChannelData) error {
// Insert or update channel
query := `
INSERT OR REPLACE INTO channels
(name, password, level_restriction, classes, races)
VALUES (?, ?, ?, ?, ?)`
var password *string
if channel.Password != "" {
password = &channel.Password
}
_, err := dcm.db.ExecContext(ctx, query,
channel.Name,
password,
channel.LevelRestriction,
channel.ClassRestriction,
channel.RaceRestriction,
)
if err != nil {
return fmt.Errorf("failed to save channel %s: %w", channel.Name, err)
}
return nil
}
// DeleteChannel removes a channel from database
func (dcm *DatabaseChannelManager) DeleteChannel(ctx context.Context, channelName string) error {
query := "DELETE FROM channels WHERE name = ?"
result, err := dcm.db.ExecContext(ctx, query, channelName)
if err != nil {
return fmt.Errorf("failed to delete channel %s: %w", channelName, err)
}
rowsAffected, err := result.RowsAffected()
if err != nil {
return fmt.Errorf("failed to check rows affected for channel %s: %w", channelName, err)
}
if rowsAffected == 0 {
return fmt.Errorf("channel %s not found in database", channelName)
}
return nil
}
// EnsureChannelsTable creates the channels table if it doesn't exist
func (dcm *DatabaseChannelManager) EnsureChannelsTable(ctx context.Context) error {
query := `
CREATE TABLE IF NOT EXISTS channels (
name TEXT PRIMARY KEY,
password TEXT,
level_restriction INTEGER NOT NULL DEFAULT 0,
classes INTEGER NOT NULL DEFAULT 0,
races INTEGER NOT NULL DEFAULT 0,
created_at DATETIME DEFAULT CURRENT_TIMESTAMP,
updated_at DATETIME DEFAULT CURRENT_TIMESTAMP
)`
_, err := dcm.db.ExecContext(ctx, query)
if err != nil {
return fmt.Errorf("failed to create channels table: %w", err)
}
return nil
}
// GetChannelCount returns the total number of channels in the database
func (dcm *DatabaseChannelManager) GetChannelCount(ctx context.Context) (int, error) {
query := "SELECT COUNT(*) FROM channels"
var count int
err := dcm.db.QueryRowContext(ctx, query).Scan(&count)
if err != nil {
return 0, fmt.Errorf("failed to get channel count: %w", err)
}
return count, nil
}
// GetChannelByName retrieves a specific channel by name
func (dcm *DatabaseChannelManager) GetChannelByName(ctx context.Context, channelName string) (*ChatChannelData, error) {
query := "SELECT `name`, `password`, `level_restriction`, `classes`, `races` FROM `channels` WHERE `name` = ?"
var channel ChatChannelData
var password *string
err := dcm.db.QueryRowContext(ctx, query, channelName).Scan(
&channel.Name,
&password,
&channel.LevelRestriction,
&channel.ClassRestriction,
&channel.RaceRestriction,
)
if err != nil {
return nil, fmt.Errorf("failed to get channel %s: %w", channelName, err)
}
// Handle nullable password field
if password != nil {
channel.Password = *password
}
return &channel, nil
}
// ListChannelNames returns a list of all channel names in the database
func (dcm *DatabaseChannelManager) ListChannelNames(ctx context.Context) ([]string, error) {
query := "SELECT name FROM channels ORDER BY name"
rows, err := dcm.db.QueryContext(ctx, query)
if err != nil {
return nil, fmt.Errorf("failed to query channel names: %w", err)
}
defer rows.Close()
var names []string
for rows.Next() {
var name string
if err := rows.Scan(&name); err != nil {
return nil, fmt.Errorf("failed to scan channel name: %w", err)
}
names = append(names, name)
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating channel name rows: %w", err)
}
return names, nil
}
// UpdateChannelPassword updates just the password for a channel
func (dcm *DatabaseChannelManager) UpdateChannelPassword(ctx context.Context, channelName, password string) error {
query := "UPDATE channels SET password = ?, updated_at = CURRENT_TIMESTAMP WHERE name = ?"
var passwordParam *string
if password != "" {
passwordParam = &password
}
result, err := dcm.db.ExecContext(ctx, query, passwordParam, channelName)
if err != nil {
return fmt.Errorf("failed to update password for channel %s: %w", channelName, err)
}
rowsAffected, err := result.RowsAffected()
if err != nil {
return fmt.Errorf("failed to check rows affected for channel %s: %w", channelName, err)
}
if rowsAffected == 0 {
return fmt.Errorf("channel %s not found in database", channelName)
}
return nil
}
// UpdateChannelRestrictions updates the level, race, and class restrictions for a channel
func (dcm *DatabaseChannelManager) UpdateChannelRestrictions(ctx context.Context, channelName string, levelRestriction, classRestriction, raceRestriction int32) error {
query := "UPDATE channels SET level_restriction = ?, classes = ?, races = ?, updated_at = CURRENT_TIMESTAMP WHERE name = ?"
result, err := dcm.db.ExecContext(ctx, query, levelRestriction, classRestriction, raceRestriction, channelName)
if err != nil {
return fmt.Errorf("failed to update restrictions for channel %s: %w", channelName, err)
}
rowsAffected, err := result.RowsAffected()
if err != nil {
return fmt.Errorf("failed to check rows affected for channel %s: %w", channelName, err)
}
if rowsAffected == 0 {
return fmt.Errorf("channel %s not found in database", channelName)
}
return nil
}

122
internal/chat/interfaces.go Normal file
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package chat
import "context"
// ChannelDatabase defines database operations for chat channels
type ChannelDatabase interface {
// LoadWorldChannels retrieves all persistent world channels from database
LoadWorldChannels(ctx context.Context) ([]ChatChannelData, error)
// SaveChannel persists a channel to database (world channels only)
SaveChannel(ctx context.Context, channel ChatChannelData) error
// DeleteChannel removes a channel from database
DeleteChannel(ctx context.Context, channelName string) error
}
// ClientManager handles client communication for chat system
type ClientManager interface {
// SendChannelList sends available channels to a client
SendChannelList(characterID int32, channels []ChannelInfo) error
// SendChannelMessage delivers a message to a client
SendChannelMessage(characterID int32, message ChannelMessage) error
// SendChannelUpdate notifies client of channel membership changes
SendChannelUpdate(characterID int32, channelName string, action int, characterName string) error
// SendChannelUserList sends who list to client
SendChannelUserList(characterID int32, channelName string, members []ChannelMember) error
// IsClientConnected checks if a character is currently online
IsClientConnected(characterID int32) bool
}
// PlayerManager provides player information for chat system
type PlayerManager interface {
// GetPlayerInfo retrieves basic player information
GetPlayerInfo(characterID int32) (PlayerInfo, error)
// ValidatePlayer checks if player meets channel requirements
ValidatePlayer(characterID int32, levelReq, raceReq, classReq int32) bool
// GetPlayerLanguages returns languages known by player
GetPlayerLanguages(characterID int32) ([]int32, error)
}
// LanguageProcessor handles multilingual chat processing
type LanguageProcessor interface {
// ProcessMessage processes a message for language comprehension
ProcessMessage(senderID, receiverID int32, message string, languageID int32) (string, error)
// CanUnderstand checks if receiver can understand sender's language
CanUnderstand(senderID, receiverID int32, languageID int32) bool
// GetDefaultLanguage returns the default language for a character
GetDefaultLanguage(characterID int32) int32
}
// PlayerInfo contains basic player information needed for chat
type PlayerInfo struct {
CharacterID int32
CharacterName string
Level int32
Race int32
Class int32
IsOnline bool
}
// ChatAware interface for entities that can participate in chat
type ChatAware interface {
GetCharacterID() int32
GetCharacterName() string
GetLevel() int32
GetRace() int32
GetClass() int32
}
// EntityChatAdapter adapts entities to work with chat system
type EntityChatAdapter struct {
entity interface {
GetID() int32
// Add other entity methods as needed
}
playerManager PlayerManager
}
// GetCharacterID returns the character ID from the adapted entity
func (a *EntityChatAdapter) GetCharacterID() int32 {
return a.entity.GetID()
}
// GetCharacterName returns the character name from player manager
func (a *EntityChatAdapter) GetCharacterName() string {
if info, err := a.playerManager.GetPlayerInfo(a.entity.GetID()); err == nil {
return info.CharacterName
}
return ""
}
// GetLevel returns the character level from player manager
func (a *EntityChatAdapter) GetLevel() int32 {
if info, err := a.playerManager.GetPlayerInfo(a.entity.GetID()); err == nil {
return info.Level
}
return 0
}
// GetRace returns the character race from player manager
func (a *EntityChatAdapter) GetRace() int32 {
if info, err := a.playerManager.GetPlayerInfo(a.entity.GetID()); err == nil {
return info.Race
}
return 0
}
// GetClass returns the character class from player manager
func (a *EntityChatAdapter) GetClass() int32 {
if info, err := a.playerManager.GetPlayerInfo(a.entity.GetID()); err == nil {
return info.Class
}
return 0
}

307
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package chat
import (
"context"
"fmt"
"strings"
"sync"
"time"
)
// ChatService provides high-level chat system management
type ChatService struct {
manager *ChatManager
mu sync.RWMutex
}
// NewChatService creates a new chat service instance
func NewChatService(database ChannelDatabase, clientManager ClientManager, playerManager PlayerManager, languageProcessor LanguageProcessor) *ChatService {
return &ChatService{
manager: NewChatManager(database, clientManager, playerManager, languageProcessor),
}
}
// Initialize initializes the chat service and loads world channels
func (cs *ChatService) Initialize(ctx context.Context) error {
cs.mu.Lock()
defer cs.mu.Unlock()
return cs.manager.Initialize(ctx)
}
// ProcessChannelCommand processes chat channel commands (join, leave, create, etc.)
func (cs *ChatService) ProcessChannelCommand(characterID int32, command, channelName string, args ...string) error {
cs.mu.RLock()
defer cs.mu.RUnlock()
switch strings.ToLower(command) {
case "join":
password := ""
if len(args) > 0 {
password = args[0]
}
return cs.manager.JoinChannel(characterID, channelName, password)
case "leave":
return cs.manager.LeaveChannel(characterID, channelName)
case "create":
password := ""
if len(args) > 0 {
password = args[0]
}
return cs.manager.CreateChannel(channelName, password)
case "tell", "say":
if len(args) == 0 {
return fmt.Errorf("no message provided")
}
message := strings.Join(args, " ")
return cs.manager.TellChannel(characterID, channelName, message)
case "who", "list":
return cs.manager.SendChannelUserList(characterID, channelName)
default:
return fmt.Errorf("unknown channel command: %s", command)
}
}
// SendChannelMessage sends a message to a channel
func (cs *ChatService) SendChannelMessage(senderID int32, channelName string, message string, customName ...string) error {
cs.mu.RLock()
defer cs.mu.RUnlock()
return cs.manager.TellChannel(senderID, channelName, message, customName...)
}
// JoinChannel adds a character to a channel
func (cs *ChatService) JoinChannel(characterID int32, channelName string, password ...string) error {
cs.mu.RLock()
defer cs.mu.RUnlock()
return cs.manager.JoinChannel(characterID, channelName, password...)
}
// LeaveChannel removes a character from a channel
func (cs *ChatService) LeaveChannel(characterID int32, channelName string) error {
cs.mu.RLock()
defer cs.mu.RUnlock()
return cs.manager.LeaveChannel(characterID, channelName)
}
// LeaveAllChannels removes a character from all channels
func (cs *ChatService) LeaveAllChannels(characterID int32) error {
cs.mu.RLock()
defer cs.mu.RUnlock()
return cs.manager.LeaveAllChannels(characterID)
}
// CreateChannel creates a new custom channel
func (cs *ChatService) CreateChannel(channelName string, password ...string) error {
cs.mu.RLock()
defer cs.mu.RUnlock()
return cs.manager.CreateChannel(channelName, password...)
}
// GetWorldChannelList returns available world channels for a character
func (cs *ChatService) GetWorldChannelList(characterID int32) ([]ChannelInfo, error) {
cs.mu.RLock()
defer cs.mu.RUnlock()
return cs.manager.GetWorldChannelList(characterID)
}
// ChannelExists checks if a channel exists
func (cs *ChatService) ChannelExists(channelName string) bool {
cs.mu.RLock()
defer cs.mu.RUnlock()
return cs.manager.ChannelExists(channelName)
}
// IsInChannel checks if a character is in a channel
func (cs *ChatService) IsInChannel(characterID int32, channelName string) bool {
cs.mu.RLock()
defer cs.mu.RUnlock()
return cs.manager.IsInChannel(characterID, channelName)
}
// GetChannelInfo returns information about a specific channel
func (cs *ChatService) GetChannelInfo(channelName string) (*ChannelInfo, error) {
cs.mu.RLock()
defer cs.mu.RUnlock()
channel := cs.manager.GetChannel(channelName)
if channel == nil {
return nil, fmt.Errorf("channel %s not found", channelName)
}
info := channel.GetChannelInfo()
return &info, nil
}
// GetStatistics returns chat system statistics
func (cs *ChatService) GetStatistics() ChatStatistics {
cs.mu.RLock()
defer cs.mu.RUnlock()
return cs.manager.GetStatistics()
}
// SendChannelUserList sends the user list for a channel to a character
func (cs *ChatService) SendChannelUserList(requesterID int32, channelName string) error {
cs.mu.RLock()
defer cs.mu.RUnlock()
return cs.manager.SendChannelUserList(requesterID, channelName)
}
// ValidateChannelName checks if a channel name is valid
func (cs *ChatService) ValidateChannelName(channelName string) error {
if len(channelName) == 0 {
return fmt.Errorf("channel name cannot be empty")
}
if len(channelName) > MaxChannelNameLength {
return fmt.Errorf("channel name too long: %d > %d", len(channelName), MaxChannelNameLength)
}
// Check for invalid characters
if strings.ContainsAny(channelName, " \t\n\r") {
return fmt.Errorf("channel name cannot contain whitespace")
}
return nil
}
// ValidateChannelPassword checks if a channel password is valid
func (cs *ChatService) ValidateChannelPassword(password string) error {
if len(password) > MaxChannelPasswordLength {
return fmt.Errorf("channel password too long: %d > %d", len(password), MaxChannelPasswordLength)
}
return nil
}
// GetChannelMembers returns the list of members in a channel
func (cs *ChatService) GetChannelMembers(channelName string) ([]int32, error) {
cs.mu.RLock()
defer cs.mu.RUnlock()
channel := cs.manager.GetChannel(channelName)
if channel == nil {
return nil, fmt.Errorf("channel %s not found", channelName)
}
return channel.GetMembers(), nil
}
// CleanupEmptyChannels removes empty custom channels (called periodically)
func (cs *ChatService) CleanupEmptyChannels() int {
cs.mu.Lock()
defer cs.mu.Unlock()
removed := 0
for name, channel := range cs.manager.channels {
if channel.channelType == ChannelTypeCustom && channel.IsEmpty() {
// Check if channel has been empty for a reasonable time
if time.Since(channel.created) > 5*time.Minute {
delete(cs.manager.channels, name)
removed++
}
}
}
return removed
}
// BroadcastSystemMessage sends a system message to all members of a channel
func (cs *ChatService) BroadcastSystemMessage(channelName string, message string, systemName string) error {
cs.mu.RLock()
defer cs.mu.RUnlock()
return cs.manager.TellChannel(0, channelName, message, systemName)
}
// GetActiveChannels returns a list of channels that have active members
func (cs *ChatService) GetActiveChannels() []string {
cs.mu.RLock()
defer cs.mu.RUnlock()
var activeChannels []string
for name, channel := range cs.manager.channels {
if !channel.IsEmpty() {
activeChannels = append(activeChannels, name)
}
}
return activeChannels
}
// GetChannelsByType returns channels of a specific type
func (cs *ChatService) GetChannelsByType(channelType int) []string {
cs.mu.RLock()
defer cs.mu.RUnlock()
var channels []string
for name, channel := range cs.manager.channels {
if channel.channelType == channelType {
channels = append(channels, name)
}
}
return channels
}
// ProcessChannelFilter applies filtering to channel lists based on player criteria
func (cs *ChatService) ProcessChannelFilter(characterID int32, filter ChannelFilter) ([]ChannelInfo, error) {
cs.mu.RLock()
defer cs.mu.RUnlock()
playerInfo, err := cs.manager.playerManager.GetPlayerInfo(characterID)
if err != nil {
return nil, fmt.Errorf("failed to get player info: %w", err)
}
var filteredChannels []ChannelInfo
for _, channel := range cs.manager.channels {
// Apply type filters
if !filter.IncludeWorld && channel.channelType == ChannelTypeWorld {
continue
}
if !filter.IncludeCustom && channel.channelType == ChannelTypeCustom {
continue
}
// Apply level range filters
if filter.MinLevel > 0 && playerInfo.Level < filter.MinLevel {
continue
}
if filter.MaxLevel > 0 && playerInfo.Level > filter.MaxLevel {
continue
}
// Apply race filter
if filter.Race > 0 && playerInfo.Race != filter.Race {
continue
}
// Apply class filter
if filter.Class > 0 && playerInfo.Class != filter.Class {
continue
}
// Check if player can actually join the channel
if cs.manager.canJoinChannel(playerInfo.Level, playerInfo.Race, playerInfo.Class,
channel.levelRestriction, channel.raceRestriction, channel.classRestriction) {
filteredChannels = append(filteredChannels, channel.GetChannelInfo())
}
}
return filteredChannels, nil
}

94
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package chat
import (
"sync"
"time"
)
// Channel represents a chat channel with membership and message routing capabilities
type Channel struct {
mu sync.RWMutex
name string
password string
channelType int
levelRestriction int32
raceRestriction int32
classRestriction int32
members []int32 // Character IDs
discordEnabled bool
created time.Time
}
// ChannelMessage represents a message sent to a channel
type ChannelMessage struct {
SenderID int32
SenderName string
Message string
LanguageID int32
ChannelName string
Timestamp time.Time
IsEmote bool
IsOOC bool
}
// ChannelMember represents a member in a channel
type ChannelMember struct {
CharacterID int32
CharacterName string
Level int32
Race int32
Class int32
JoinedAt time.Time
}
// ChannelInfo provides basic channel information for client lists
type ChannelInfo struct {
Name string
HasPassword bool
MemberCount int
LevelRestriction int32
RaceRestriction int32
ClassRestriction int32
ChannelType int
}
// ChatChannelData represents persistent channel data from database
type ChatChannelData struct {
Name string
Password string
LevelRestriction int32
ClassRestriction int32
RaceRestriction int32
}
// ChatManager manages all chat channels and operations
type ChatManager struct {
mu sync.RWMutex
channels map[string]*Channel
database ChannelDatabase
// Integration interfaces
clientManager ClientManager
playerManager PlayerManager
languageProcessor LanguageProcessor
}
// ChatStatistics provides statistics about chat system usage
type ChatStatistics struct {
TotalChannels int
WorldChannels int
CustomChannels int
TotalMembers int
MessagesPerHour int
ActiveChannels int
}
// ChannelFilter provides filtering options for channel lists
type ChannelFilter struct {
MinLevel int32
MaxLevel int32
Race int32
Class int32
IncludeCustom bool
IncludeWorld bool
}

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# Collections System
The collections system provides comprehensive achievement-based item collection functionality for EverQuest II server emulation, converted from the original C++ EQ2EMu implementation.
## Overview
The collections system allows players to find specific items scattered throughout the game world and combine them into collections for rewards. When players complete a collection by finding all required items, they receive rewards such as experience, coins, items, or a choice of selectable items.
## Architecture
### Core Components
**Collection** - Individual collection with required items, rewards, and completion tracking
**MasterCollectionList** - Registry of all available collections in the game
**PlayerCollectionList** - Per-player collection progress and completion tracking
**CollectionManager** - High-level collection system coordinator
**CollectionService** - Service layer for game integration and client communication
### Key Features
- **Item-Based Collections**: Players find specific items to complete collections
- **Multiple Reward Types**: Coins, experience points, fixed items, and selectable items
- **Progress Tracking**: Real-time tracking of collection completion progress
- **Category Organization**: Collections organized by categories for easy browsing
- **Level Restrictions**: Collections appropriate for different player levels
- **Thread Safety**: All operations use proper Go concurrency patterns
- **Database Persistence**: Player progress saved automatically
## Collection Structure
### Collection Data
- **ID**: Unique collection identifier
- **Name**: Display name for the collection
- **Category**: Organizational category (e.g., "Artifacts", "Shinies")
- **Level**: Recommended level for the collection
- **Items**: List of required items with index positions
- **Rewards**: Coins, XP, items, and selectable items
### Item States
- **Not Found** (0): Player hasn't found this item yet
- **Found** (1): Player has found and added this item to the collection
### Collection States
- **Incomplete**: Not all required items have been found
- **Ready to Turn In**: All items found but not yet completed
- **Completed**: Collection has been turned in and rewards claimed
## Database Schema
### Collections Table
```sql
CREATE TABLE collections (
id INTEGER PRIMARY KEY,
collection_name TEXT NOT NULL,
collection_category TEXT NOT NULL DEFAULT '',
level INTEGER NOT NULL DEFAULT 0,
created_at DATETIME DEFAULT CURRENT_TIMESTAMP,
updated_at DATETIME DEFAULT CURRENT_TIMESTAMP
);
```
### Collection Details Table
```sql
CREATE TABLE collection_details (
collection_id INTEGER NOT NULL,
item_id INTEGER NOT NULL,
item_index INTEGER NOT NULL DEFAULT 0,
PRIMARY KEY (collection_id, item_id),
FOREIGN KEY (collection_id) REFERENCES collections(id) ON DELETE CASCADE
);
```
### Collection Rewards Table
```sql
CREATE TABLE collection_rewards (
id INTEGER PRIMARY KEY AUTOINCREMENT,
collection_id INTEGER NOT NULL,
reward_type TEXT NOT NULL, -- 'Item', 'Selectable', 'Coin', 'XP'
reward_value TEXT NOT NULL,
reward_quantity INTEGER NOT NULL DEFAULT 1,
FOREIGN KEY (collection_id) REFERENCES collections(id) ON DELETE CASCADE
);
```
### Player Collections Table
```sql
CREATE TABLE character_collections (
char_id INTEGER NOT NULL,
collection_id INTEGER NOT NULL,
completed INTEGER NOT NULL DEFAULT 0,
created_at DATETIME DEFAULT CURRENT_TIMESTAMP,
updated_at DATETIME DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (char_id, collection_id),
FOREIGN KEY (collection_id) REFERENCES collections(id) ON DELETE CASCADE
);
```
### Player Collection Items Table
```sql
CREATE TABLE character_collection_items (
char_id INTEGER NOT NULL,
collection_id INTEGER NOT NULL,
collection_item_id INTEGER NOT NULL,
found_at DATETIME DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (char_id, collection_id, collection_item_id),
FOREIGN KEY (char_id, collection_id) REFERENCES character_collections(char_id, collection_id) ON DELETE CASCADE
);
```
## Usage Examples
### System Initialization
```go
// Initialize collection service
database := NewDatabaseCollectionManager(db)
itemLookup := NewItemLookupService()
clientManager := NewClientManager()
service := NewCollectionService(database, itemLookup, clientManager)
err := service.Initialize(ctx)
```
### Player Operations
```go
// Load player collections when they log in
err := service.LoadPlayerCollections(ctx, characterID)
// Process when player finds an item
err := service.ProcessItemFound(characterID, itemID)
// Complete a collection
rewardProvider := NewRewardProvider()
err := service.CompleteCollection(characterID, collectionID, rewardProvider)
// Get player's collection progress
progress, err := service.GetPlayerCollectionProgress(characterID)
// Unload when player logs out
err := service.UnloadPlayerCollections(ctx, characterID)
```
### Collection Management
```go
// Get all collections in a category
collections := manager.GetCollectionsByCategory("Artifacts")
// Search collections by name
collections := manager.SearchCollections("Ancient")
// Get collections appropriate for player level
collections := manager.GetAvailableCollections(playerLevel)
// Check if item is needed by any collection
needed := masterList.NeedsItem(itemID)
```
## Reward System
### Reward Types
**Coin Rewards**
```go
collection.SetRewardCoin(50000) // 5 gold
```
**Experience Rewards**
```go
collection.SetRewardXP(10000) // 10,000 XP
```
**Item Rewards** (automatically given)
```go
collection.AddRewardItem(CollectionRewardItem{
ItemID: 12345,
Quantity: 1,
})
```
**Selectable Rewards** (player chooses one)
```go
collection.AddSelectableRewardItem(CollectionRewardItem{
ItemID: 12346,
Quantity: 1,
})
```
## Integration Interfaces
### ItemLookup
Provides item information and validation for collections.
### ClientManager
Handles client communication for collection updates and lists.
### RewardProvider
Manages distribution of collection rewards to players.
### CollectionEventHandler
Handles collection-related events for logging and notifications.
## Thread Safety
All operations are thread-safe using:
- `sync.RWMutex` for collection and list operations
- Atomic updates for collection progress
- Database transactions for consistency
- Proper locking hierarchies to prevent deadlocks
## Performance Features
- **Efficient Lookups**: Hash-based collection and item lookups
- **Lazy Loading**: Player collections loaded only when needed
- **Batch Operations**: Multiple items and collections processed together
- **Connection Pooling**: Efficient database connection management
- **Caching**: Master collections cached in memory
## Event System
The collections system provides comprehensive event handling:
```go
// Item found event
OnItemFound(characterID, collectionID, itemID int32)
// Collection completed event
OnCollectionCompleted(characterID, collectionID int32)
// Rewards claimed event
OnRewardClaimed(characterID, collectionID int32, rewards []CollectionRewardItem, coin, xp int64)
```
## Statistics and Monitoring
### System Statistics
- Total collections available
- Collections per category
- Total items across all collections
- Reward distribution statistics
### Player Statistics
- Collections completed
- Collections in progress
- Items found
- Progress percentages
## Error Handling
Comprehensive error handling covers:
- Database connection failures
- Invalid collection or item IDs
- Reward distribution failures
- Concurrent access issues
- Data validation errors
## Future Enhancements
Areas marked for future implementation:
- Collection discovery mechanics
- Rare item collection bonuses
- Collection sharing and trading
- Achievement integration
- Collection leaderboards
- Seasonal collections
## File Structure
```
internal/collections/
├── README.md # This documentation
├── constants.go # Collection constants and limits
├── types.go # Core data structures
├── interfaces.go # Integration interfaces
├── collections.go # Collection implementation
├── master_list.go # Master collection registry
├── player_list.go # Player collection tracking
├── database.go # Database operations
└── manager.go # High-level collection services
```
## Dependencies
- `eq2emu/internal/database` - Database wrapper
- Standard library: `context`, `sync`, `fmt`, `strings`, `time`
## Testing
The collections system is designed for comprehensive testing:
- Mock interfaces for all dependencies
- Unit tests for collection logic
- Integration tests with database
- Concurrent operation testing
- Performance benchmarking
## Migration from C++
Key changes from the C++ implementation:
- Go interfaces for better modularity
- Context-based operations for cancellation
- Proper error handling with wrapped errors
- Thread-safe operations using sync primitives
- Database connection pooling
- Event-driven architecture for notifications
## Integration Notes
When integrating with the game server:
1. Initialize the collection service at server startup
2. Load player collections on character login
3. Process item finds during gameplay
4. Handle collection completion through UI interactions
5. Save collections on logout or periodic intervals
6. Clean up resources during server shutdown

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package collections
import (
"fmt"
"strconv"
"strings"
"time"
)
// NewCollection creates a new collection instance
func NewCollection() *Collection {
return &Collection{
collectionItems: make([]CollectionItem, 0),
rewardItems: make([]CollectionRewardItem, 0),
selectableRewardItems: make([]CollectionRewardItem, 0),
lastModified: time.Now(),
}
}
// NewCollectionFromData creates a collection from another collection (copy constructor)
func NewCollectionFromData(source *Collection) *Collection {
if source == nil {
return nil
}
source.mu.RLock()
defer source.mu.RUnlock()
collection := &Collection{
id: source.id,
name: source.name,
category: source.category,
level: source.level,
rewardCoin: source.rewardCoin,
rewardXP: source.rewardXP,
completed: source.completed,
saveNeeded: source.saveNeeded,
collectionItems: make([]CollectionItem, len(source.collectionItems)),
rewardItems: make([]CollectionRewardItem, len(source.rewardItems)),
selectableRewardItems: make([]CollectionRewardItem, len(source.selectableRewardItems)),
lastModified: time.Now(),
}
// Deep copy collection items
copy(collection.collectionItems, source.collectionItems)
// Deep copy reward items
copy(collection.rewardItems, source.rewardItems)
// Deep copy selectable reward items
copy(collection.selectableRewardItems, source.selectableRewardItems)
return collection
}
// SetID sets the collection ID
func (c *Collection) SetID(id int32) {
c.mu.Lock()
defer c.mu.Unlock()
c.id = id
}
// SetName sets the collection name
func (c *Collection) SetName(name string) {
c.mu.Lock()
defer c.mu.Unlock()
if len(name) > MaxCollectionNameLength {
name = name[:MaxCollectionNameLength]
}
c.name = name
}
// SetCategory sets the collection category
func (c *Collection) SetCategory(category string) {
c.mu.Lock()
defer c.mu.Unlock()
if len(category) > MaxCollectionCategoryLength {
category = category[:MaxCollectionCategoryLength]
}
c.category = category
}
// SetLevel sets the collection level
func (c *Collection) SetLevel(level int8) {
c.mu.Lock()
defer c.mu.Unlock()
c.level = level
}
// SetCompleted sets the collection completion status
func (c *Collection) SetCompleted(completed bool) {
c.mu.Lock()
defer c.mu.Unlock()
c.completed = completed
c.lastModified = time.Now()
}
// SetSaveNeeded sets whether the collection needs to be saved
func (c *Collection) SetSaveNeeded(saveNeeded bool) {
c.mu.Lock()
defer c.mu.Unlock()
c.saveNeeded = saveNeeded
}
// SetRewardCoin sets the coin reward amount
func (c *Collection) SetRewardCoin(coin int64) {
c.mu.Lock()
defer c.mu.Unlock()
c.rewardCoin = coin
}
// SetRewardXP sets the XP reward amount
func (c *Collection) SetRewardXP(xp int64) {
c.mu.Lock()
defer c.mu.Unlock()
c.rewardXP = xp
}
// AddCollectionItem adds a required item to the collection
func (c *Collection) AddCollectionItem(item CollectionItem) {
c.mu.Lock()
defer c.mu.Unlock()
c.collectionItems = append(c.collectionItems, item)
}
// AddRewardItem adds a reward item to the collection
func (c *Collection) AddRewardItem(item CollectionRewardItem) {
c.mu.Lock()
defer c.mu.Unlock()
c.rewardItems = append(c.rewardItems, item)
}
// AddSelectableRewardItem adds a selectable reward item to the collection
func (c *Collection) AddSelectableRewardItem(item CollectionRewardItem) {
c.mu.Lock()
defer c.mu.Unlock()
c.selectableRewardItems = append(c.selectableRewardItems, item)
}
// GetID returns the collection ID
func (c *Collection) GetID() int32 {
c.mu.RLock()
defer c.mu.RUnlock()
return c.id
}
// GetName returns the collection name
func (c *Collection) GetName() string {
c.mu.RLock()
defer c.mu.RUnlock()
return c.name
}
// GetCategory returns the collection category
func (c *Collection) GetCategory() string {
c.mu.RLock()
defer c.mu.RUnlock()
return c.category
}
// GetLevel returns the collection level
func (c *Collection) GetLevel() int8 {
c.mu.RLock()
defer c.mu.RUnlock()
return c.level
}
// GetCompleted returns whether the collection is completed
func (c *Collection) GetCompleted() bool {
c.mu.RLock()
defer c.mu.RUnlock()
return c.completed
}
// GetSaveNeeded returns whether the collection needs to be saved
func (c *Collection) GetSaveNeeded() bool {
c.mu.RLock()
defer c.mu.RUnlock()
return c.saveNeeded
}
// GetRewardCoin returns the coin reward amount
func (c *Collection) GetRewardCoin() int64 {
c.mu.RLock()
defer c.mu.RUnlock()
return c.rewardCoin
}
// GetRewardXP returns the XP reward amount
func (c *Collection) GetRewardXP() int64 {
c.mu.RLock()
defer c.mu.RUnlock()
return c.rewardXP
}
// GetCollectionItems returns a copy of the collection items
func (c *Collection) GetCollectionItems() []CollectionItem {
c.mu.RLock()
defer c.mu.RUnlock()
items := make([]CollectionItem, len(c.collectionItems))
copy(items, c.collectionItems)
return items
}
// GetRewardItems returns a copy of the reward items
func (c *Collection) GetRewardItems() []CollectionRewardItem {
c.mu.RLock()
defer c.mu.RUnlock()
items := make([]CollectionRewardItem, len(c.rewardItems))
copy(items, c.rewardItems)
return items
}
// GetSelectableRewardItems returns a copy of the selectable reward items
func (c *Collection) GetSelectableRewardItems() []CollectionRewardItem {
c.mu.RLock()
defer c.mu.RUnlock()
items := make([]CollectionRewardItem, len(c.selectableRewardItems))
copy(items, c.selectableRewardItems)
return items
}
// NeedsItem checks if the collection needs a specific item
func (c *Collection) NeedsItem(itemID int32) bool {
c.mu.RLock()
defer c.mu.RUnlock()
if c.completed {
return false
}
for _, item := range c.collectionItems {
if item.ItemID == itemID {
return item.Found == ItemNotFound
}
}
return false
}
// GetCollectionItemByItemID returns the collection item for a specific item ID
func (c *Collection) GetCollectionItemByItemID(itemID int32) *CollectionItem {
c.mu.RLock()
defer c.mu.RUnlock()
for i := range c.collectionItems {
if c.collectionItems[i].ItemID == itemID {
return &c.collectionItems[i]
}
}
return nil
}
// GetIsReadyToTurnIn checks if all required items have been found
func (c *Collection) GetIsReadyToTurnIn() bool {
c.mu.RLock()
defer c.mu.RUnlock()
if c.completed {
return false
}
for _, item := range c.collectionItems {
if item.Found == ItemNotFound {
return false
}
}
return true
}
// MarkItemFound marks an item as found in the collection
func (c *Collection) MarkItemFound(itemID int32) bool {
c.mu.Lock()
defer c.mu.Unlock()
if c.completed {
return false
}
for i := range c.collectionItems {
if c.collectionItems[i].ItemID == itemID && c.collectionItems[i].Found == ItemNotFound {
c.collectionItems[i].Found = ItemFound
c.saveNeeded = true
c.lastModified = time.Now()
return true
}
}
return false
}
// GetProgress returns the completion progress as a percentage
func (c *Collection) GetProgress() float64 {
c.mu.RLock()
defer c.mu.RUnlock()
if len(c.collectionItems) == 0 {
return 0.0
}
foundCount := 0
for _, item := range c.collectionItems {
if item.Found == ItemFound {
foundCount++
}
}
return float64(foundCount) / float64(len(c.collectionItems)) * 100.0
}
// GetFoundItemsCount returns the number of found items
func (c *Collection) GetFoundItemsCount() int {
c.mu.RLock()
defer c.mu.RUnlock()
count := 0
for _, item := range c.collectionItems {
if item.Found == ItemFound {
count++
}
}
return count
}
// GetTotalItemsCount returns the total number of required items
func (c *Collection) GetTotalItemsCount() int {
c.mu.RLock()
defer c.mu.RUnlock()
return len(c.collectionItems)
}
// GetCollectionInfo returns detailed collection information
func (c *Collection) GetCollectionInfo() CollectionInfo {
c.mu.RLock()
defer c.mu.RUnlock()
return CollectionInfo{
ID: c.id,
Name: c.name,
Category: c.category,
Level: c.level,
Completed: c.completed,
ReadyToTurnIn: c.getIsReadyToTurnInNoLock(),
ItemsFound: c.getFoundItemsCountNoLock(),
ItemsTotal: len(c.collectionItems),
RewardCoin: c.rewardCoin,
RewardXP: c.rewardXP,
RewardItems: append([]CollectionRewardItem(nil), c.rewardItems...),
SelectableRewards: append([]CollectionRewardItem(nil), c.selectableRewardItems...),
RequiredItems: append([]CollectionItem(nil), c.collectionItems...),
}
}
// GetCollectionProgress returns detailed progress information
func (c *Collection) GetCollectionProgress() CollectionProgress {
c.mu.RLock()
defer c.mu.RUnlock()
var foundItems, neededItems []CollectionItem
for _, item := range c.collectionItems {
if item.Found == ItemFound {
foundItems = append(foundItems, item)
} else {
neededItems = append(neededItems, item)
}
}
return CollectionProgress{
CollectionID: c.id,
Name: c.name,
Category: c.category,
Level: c.level,
Completed: c.completed,
ReadyToTurnIn: c.getIsReadyToTurnInNoLock(),
Progress: c.getProgressNoLock(),
ItemsFound: foundItems,
ItemsNeeded: neededItems,
LastUpdated: c.lastModified,
}
}
// LoadFromRewardData loads reward data into the collection
func (c *Collection) LoadFromRewardData(rewards []CollectionRewardData) error {
c.mu.Lock()
defer c.mu.Unlock()
for _, reward := range rewards {
switch strings.ToLower(reward.RewardType) {
case strings.ToLower(RewardTypeItem):
itemID, err := strconv.ParseInt(reward.RewardValue, 10, 32)
if err != nil {
return fmt.Errorf("invalid item ID in reward: %s", reward.RewardValue)
}
c.rewardItems = append(c.rewardItems, CollectionRewardItem{
ItemID: int32(itemID),
Quantity: reward.Quantity,
})
case strings.ToLower(RewardTypeSelectable):
itemID, err := strconv.ParseInt(reward.RewardValue, 10, 32)
if err != nil {
return fmt.Errorf("invalid item ID in selectable reward: %s", reward.RewardValue)
}
c.selectableRewardItems = append(c.selectableRewardItems, CollectionRewardItem{
ItemID: int32(itemID),
Quantity: reward.Quantity,
})
case strings.ToLower(RewardTypeCoin):
coin, err := strconv.ParseInt(reward.RewardValue, 10, 64)
if err != nil {
return fmt.Errorf("invalid coin amount in reward: %s", reward.RewardValue)
}
c.rewardCoin = coin
case strings.ToLower(RewardTypeXP):
xp, err := strconv.ParseInt(reward.RewardValue, 10, 64)
if err != nil {
return fmt.Errorf("invalid XP amount in reward: %s", reward.RewardValue)
}
c.rewardXP = xp
default:
return fmt.Errorf("unknown reward type: %s", reward.RewardType)
}
}
return nil
}
// Validate checks if the collection data is valid
func (c *Collection) Validate() error {
c.mu.RLock()
defer c.mu.RUnlock()
if c.id <= 0 {
return fmt.Errorf("collection ID must be positive")
}
if strings.TrimSpace(c.name) == "" {
return fmt.Errorf("collection name cannot be empty")
}
if len(c.collectionItems) == 0 {
return fmt.Errorf("collection must have at least one required item")
}
// Check for duplicate item IDs
itemIDs := make(map[int32]bool)
for _, item := range c.collectionItems {
if itemIDs[item.ItemID] {
return fmt.Errorf("duplicate item ID in collection: %d", item.ItemID)
}
itemIDs[item.ItemID] = true
if item.ItemID <= 0 {
return fmt.Errorf("collection item ID must be positive: %d", item.ItemID)
}
}
return nil
}
// Helper methods (no lock versions for internal use)
func (c *Collection) getIsReadyToTurnInNoLock() bool {
if c.completed {
return false
}
for _, item := range c.collectionItems {
if item.Found == ItemNotFound {
return false
}
}
return true
}
func (c *Collection) getFoundItemsCountNoLock() int {
count := 0
for _, item := range c.collectionItems {
if item.Found == ItemFound {
count++
}
}
return count
}
func (c *Collection) getProgressNoLock() float64 {
if len(c.collectionItems) == 0 {
return 0.0
}
foundCount := c.getFoundItemsCountNoLock()
return float64(foundCount) / float64(len(c.collectionItems)) * 100.0
}

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package collections
// Collection reward types
const (
RewardTypeItem = "Item"
RewardTypeSelectable = "Selectable"
RewardTypeCoin = "Coin"
RewardTypeXP = "XP"
)
// Collection item states
const (
ItemNotFound = 0
ItemFound = 1
)
// Collection states
const (
CollectionIncomplete = false
CollectionCompleted = true
)
// String length limits
const (
MaxCollectionNameLength = 512
MaxCollectionCategoryLength = 512
)
// Database table names
const (
TableCollections = "collections"
TableCollectionDetails = "collection_details"
TableCollectionRewards = "collection_rewards"
TableCharacterCollections = "character_collections"
TableCharacterCollectionItems = "character_collection_items"
)

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package collections
import (
"context"
"fmt"
"eq2emu/internal/database"
)
// DatabaseCollectionManager implements CollectionDatabase interface using the existing database wrapper
type DatabaseCollectionManager struct {
db *database.DB
}
// NewDatabaseCollectionManager creates a new database collection manager
func NewDatabaseCollectionManager(db *database.DB) *DatabaseCollectionManager {
return &DatabaseCollectionManager{
db: db,
}
}
// LoadCollections retrieves all collections from database
func (dcm *DatabaseCollectionManager) LoadCollections(ctx context.Context) ([]CollectionData, error) {
query := "SELECT `id`, `collection_name`, `collection_category`, `level` FROM `collections`"
rows, err := dcm.db.QueryContext(ctx, query)
if err != nil {
return nil, fmt.Errorf("failed to query collections: %w", err)
}
defer rows.Close()
var collections []CollectionData
for rows.Next() {
var collection CollectionData
err := rows.Scan(
&collection.ID,
&collection.Name,
&collection.Category,
&collection.Level,
)
if err != nil {
return nil, fmt.Errorf("failed to scan collection row: %w", err)
}
collections = append(collections, collection)
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating collection rows: %w", err)
}
return collections, nil
}
// LoadCollectionItems retrieves items for a specific collection
func (dcm *DatabaseCollectionManager) LoadCollectionItems(ctx context.Context, collectionID int32) ([]CollectionItem, error) {
query := `SELECT item_id, item_index
FROM collection_details
WHERE collection_id = ?
ORDER BY item_index ASC`
rows, err := dcm.db.QueryContext(ctx, query, collectionID)
if err != nil {
return nil, fmt.Errorf("failed to query collection items for collection %d: %w", collectionID, err)
}
defer rows.Close()
var items []CollectionItem
for rows.Next() {
var item CollectionItem
err := rows.Scan(
&item.ItemID,
&item.Index,
)
if err != nil {
return nil, fmt.Errorf("failed to scan collection item row: %w", err)
}
// Items start as not found
item.Found = ItemNotFound
items = append(items, item)
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating collection item rows: %w", err)
}
return items, nil
}
// LoadCollectionRewards retrieves rewards for a specific collection
func (dcm *DatabaseCollectionManager) LoadCollectionRewards(ctx context.Context, collectionID int32) ([]CollectionRewardData, error) {
query := `SELECT collection_id, reward_type, reward_value, reward_quantity
FROM collection_rewards
WHERE collection_id = ?`
rows, err := dcm.db.QueryContext(ctx, query, collectionID)
if err != nil {
return nil, fmt.Errorf("failed to query collection rewards for collection %d: %w", collectionID, err)
}
defer rows.Close()
var rewards []CollectionRewardData
for rows.Next() {
var reward CollectionRewardData
err := rows.Scan(
&reward.CollectionID,
&reward.RewardType,
&reward.RewardValue,
&reward.Quantity,
)
if err != nil {
return nil, fmt.Errorf("failed to scan collection reward row: %w", err)
}
rewards = append(rewards, reward)
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating collection reward rows: %w", err)
}
return rewards, nil
}
// LoadPlayerCollections retrieves player's collection progress
func (dcm *DatabaseCollectionManager) LoadPlayerCollections(ctx context.Context, characterID int32) ([]PlayerCollectionData, error) {
query := `SELECT char_id, collection_id, completed
FROM character_collections
WHERE char_id = ?`
rows, err := dcm.db.QueryContext(ctx, query, characterID)
if err != nil {
return nil, fmt.Errorf("failed to query player collections for character %d: %w", characterID, err)
}
defer rows.Close()
var collections []PlayerCollectionData
for rows.Next() {
var collection PlayerCollectionData
var completed int
err := rows.Scan(
&collection.CharacterID,
&collection.CollectionID,
&completed,
)
if err != nil {
return nil, fmt.Errorf("failed to scan player collection row: %w", err)
}
collection.Completed = completed == 1
collections = append(collections, collection)
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating player collection rows: %w", err)
}
return collections, nil
}
// LoadPlayerCollectionItems retrieves player's found collection items
func (dcm *DatabaseCollectionManager) LoadPlayerCollectionItems(ctx context.Context, characterID, collectionID int32) ([]int32, error) {
query := `SELECT collection_item_id
FROM character_collection_items
WHERE char_id = ? AND collection_id = ?`
rows, err := dcm.db.QueryContext(ctx, query, characterID, collectionID)
if err != nil {
return nil, fmt.Errorf("failed to query player collection items for character %d, collection %d: %w", characterID, collectionID, err)
}
defer rows.Close()
var itemIDs []int32
for rows.Next() {
var itemID int32
err := rows.Scan(&itemID)
if err != nil {
return nil, fmt.Errorf("failed to scan player collection item row: %w", err)
}
itemIDs = append(itemIDs, itemID)
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating player collection item rows: %w", err)
}
return itemIDs, nil
}
// SavePlayerCollection saves player collection completion status
func (dcm *DatabaseCollectionManager) SavePlayerCollection(ctx context.Context, characterID, collectionID int32, completed bool) error {
completedInt := 0
if completed {
completedInt = 1
}
query := `INSERT INTO character_collections (char_id, collection_id, completed)
VALUES (?, ?, ?)
ON CONFLICT(char_id, collection_id)
DO UPDATE SET completed = ?`
_, err := dcm.db.ExecContext(ctx, query, characterID, collectionID, completedInt, completedInt)
if err != nil {
return fmt.Errorf("failed to save player collection for character %d, collection %d: %w", characterID, collectionID, err)
}
return nil
}
// SavePlayerCollectionItem saves a found collection item
func (dcm *DatabaseCollectionManager) SavePlayerCollectionItem(ctx context.Context, characterID, collectionID, itemID int32) error {
query := `INSERT OR IGNORE INTO character_collection_items (char_id, collection_id, collection_item_id)
VALUES (?, ?, ?)`
_, err := dcm.db.ExecContext(ctx, query, characterID, collectionID, itemID)
if err != nil {
return fmt.Errorf("failed to save player collection item for character %d, collection %d, item %d: %w", characterID, collectionID, itemID, err)
}
return nil
}
// SavePlayerCollections saves all modified player collections
func (dcm *DatabaseCollectionManager) SavePlayerCollections(ctx context.Context, characterID int32, collections []*Collection) error {
if len(collections) == 0 {
return nil
}
// Use a transaction for atomic updates
tx, err := dcm.db.BeginTx(ctx, nil)
if err != nil {
return fmt.Errorf("failed to begin transaction: %w", err)
}
defer tx.Rollback()
for _, collection := range collections {
if !collection.GetSaveNeeded() {
continue
}
// Save collection completion status
if err := dcm.savePlayerCollectionTx(ctx, tx, characterID, collection); err != nil {
return fmt.Errorf("failed to save collection %d: %w", collection.GetID(), err)
}
// Save found items
if err := dcm.savePlayerCollectionItemsTx(ctx, tx, characterID, collection); err != nil {
return fmt.Errorf("failed to save collection items for collection %d: %w", collection.GetID(), err)
}
}
if err := tx.Commit(); err != nil {
return fmt.Errorf("failed to commit transaction: %w", err)
}
return nil
}
// savePlayerCollectionTx saves a single collection within a transaction
func (dcm *DatabaseCollectionManager) savePlayerCollectionTx(ctx context.Context, tx database.Tx, characterID int32, collection *Collection) error {
completedInt := 0
if collection.GetCompleted() {
completedInt = 1
}
query := `INSERT INTO character_collections (char_id, collection_id, completed)
VALUES (?, ?, ?)
ON CONFLICT(char_id, collection_id)
DO UPDATE SET completed = ?`
_, err := tx.ExecContext(ctx, query, characterID, collection.GetID(), completedInt, completedInt)
return err
}
// savePlayerCollectionItemsTx saves collection items within a transaction
func (dcm *DatabaseCollectionManager) savePlayerCollectionItemsTx(ctx context.Context, tx database.Tx, characterID int32, collection *Collection) error {
items := collection.GetCollectionItems()
for _, item := range items {
if item.Found == ItemFound {
query := `INSERT OR IGNORE INTO character_collection_items (char_id, collection_id, collection_item_id)
VALUES (?, ?, ?)`
_, err := tx.ExecContext(ctx, query, characterID, collection.GetID(), item.ItemID)
if err != nil {
return fmt.Errorf("failed to save item %d: %w", item.ItemID, err)
}
}
}
return nil
}
// EnsureCollectionTables creates the collection tables if they don't exist
func (dcm *DatabaseCollectionManager) EnsureCollectionTables(ctx context.Context) error {
queries := []string{
`CREATE TABLE IF NOT EXISTS collections (
id INTEGER PRIMARY KEY,
collection_name TEXT NOT NULL,
collection_category TEXT NOT NULL DEFAULT '',
level INTEGER NOT NULL DEFAULT 0,
created_at DATETIME DEFAULT CURRENT_TIMESTAMP,
updated_at DATETIME DEFAULT CURRENT_TIMESTAMP
)`,
`CREATE TABLE IF NOT EXISTS collection_details (
collection_id INTEGER NOT NULL,
item_id INTEGER NOT NULL,
item_index INTEGER NOT NULL DEFAULT 0,
PRIMARY KEY (collection_id, item_id),
FOREIGN KEY (collection_id) REFERENCES collections(id) ON DELETE CASCADE
)`,
`CREATE TABLE IF NOT EXISTS collection_rewards (
id INTEGER PRIMARY KEY AUTOINCREMENT,
collection_id INTEGER NOT NULL,
reward_type TEXT NOT NULL,
reward_value TEXT NOT NULL,
reward_quantity INTEGER NOT NULL DEFAULT 1,
FOREIGN KEY (collection_id) REFERENCES collections(id) ON DELETE CASCADE
)`,
`CREATE TABLE IF NOT EXISTS character_collections (
char_id INTEGER NOT NULL,
collection_id INTEGER NOT NULL,
completed INTEGER NOT NULL DEFAULT 0,
created_at DATETIME DEFAULT CURRENT_TIMESTAMP,
updated_at DATETIME DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (char_id, collection_id),
FOREIGN KEY (collection_id) REFERENCES collections(id) ON DELETE CASCADE
)`,
`CREATE TABLE IF NOT EXISTS character_collection_items (
char_id INTEGER NOT NULL,
collection_id INTEGER NOT NULL,
collection_item_id INTEGER NOT NULL,
found_at DATETIME DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (char_id, collection_id, collection_item_id),
FOREIGN KEY (char_id, collection_id) REFERENCES character_collections(char_id, collection_id) ON DELETE CASCADE
)`,
}
for i, query := range queries {
_, err := dcm.db.ExecContext(ctx, query)
if err != nil {
return fmt.Errorf("failed to create collection table %d: %w", i+1, err)
}
}
// Create indexes for better performance
indexes := []string{
`CREATE INDEX IF NOT EXISTS idx_collection_details_collection_id ON collection_details(collection_id)`,
`CREATE INDEX IF NOT EXISTS idx_collection_rewards_collection_id ON collection_rewards(collection_id)`,
`CREATE INDEX IF NOT EXISTS idx_character_collections_char_id ON character_collections(char_id)`,
`CREATE INDEX IF NOT EXISTS idx_character_collection_items_char_id ON character_collection_items(char_id)`,
`CREATE INDEX IF NOT EXISTS idx_character_collection_items_collection_id ON character_collection_items(collection_id)`,
`CREATE INDEX IF NOT EXISTS idx_collections_category ON collections(collection_category)`,
`CREATE INDEX IF NOT EXISTS idx_collections_level ON collections(level)`,
}
for i, query := range indexes {
_, err := dcm.db.ExecContext(ctx, query)
if err != nil {
return fmt.Errorf("failed to create collection index %d: %w", i+1, err)
}
}
return nil
}
// GetCollectionCount returns the total number of collections in the database
func (dcm *DatabaseCollectionManager) GetCollectionCount(ctx context.Context) (int, error) {
query := "SELECT COUNT(*) FROM collections"
var count int
err := dcm.db.QueryRowContext(ctx, query).Scan(&count)
if err != nil {
return 0, fmt.Errorf("failed to get collection count: %w", err)
}
return count, nil
}
// GetPlayerCollectionCount returns the number of collections a player has
func (dcm *DatabaseCollectionManager) GetPlayerCollectionCount(ctx context.Context, characterID int32) (int, error) {
query := "SELECT COUNT(*) FROM character_collections WHERE char_id = ?"
var count int
err := dcm.db.QueryRowContext(ctx, query, characterID).Scan(&count)
if err != nil {
return 0, fmt.Errorf("failed to get player collection count for character %d: %w", characterID, err)
}
return count, nil
}
// GetCompletedCollectionCount returns the number of completed collections for a player
func (dcm *DatabaseCollectionManager) GetCompletedCollectionCount(ctx context.Context, characterID int32) (int, error) {
query := "SELECT COUNT(*) FROM character_collections WHERE char_id = ? AND completed = 1"
var count int
err := dcm.db.QueryRowContext(ctx, query, characterID).Scan(&count)
if err != nil {
return 0, fmt.Errorf("failed to get completed collection count for character %d: %w", characterID, err)
}
return count, nil
}
// DeletePlayerCollection removes a player's collection progress
func (dcm *DatabaseCollectionManager) DeletePlayerCollection(ctx context.Context, characterID, collectionID int32) error {
// Use a transaction to ensure both tables are updated atomically
tx, err := dcm.db.BeginTx(ctx, nil)
if err != nil {
return fmt.Errorf("failed to begin transaction: %w", err)
}
defer tx.Rollback()
// Delete collection items first due to foreign key constraint
_, err = tx.ExecContext(ctx,
"DELETE FROM character_collection_items WHERE char_id = ? AND collection_id = ?",
characterID, collectionID)
if err != nil {
return fmt.Errorf("failed to delete player collection items: %w", err)
}
// Delete collection
_, err = tx.ExecContext(ctx,
"DELETE FROM character_collections WHERE char_id = ? AND collection_id = ?",
characterID, collectionID)
if err != nil {
return fmt.Errorf("failed to delete player collection: %w", err)
}
if err := tx.Commit(); err != nil {
return fmt.Errorf("failed to commit transaction: %w", err)
}
return nil
}
// GetCollectionStatistics returns database-level collection statistics
func (dcm *DatabaseCollectionManager) GetCollectionStatistics(ctx context.Context) (CollectionStatistics, error) {
var stats CollectionStatistics
// Total collections
err := dcm.db.QueryRowContext(ctx, "SELECT COUNT(*) FROM collections").Scan(&stats.TotalCollections)
if err != nil {
return stats, fmt.Errorf("failed to get total collections: %w", err)
}
// Total collection items
err = dcm.db.QueryRowContext(ctx, "SELECT COUNT(*) FROM collection_details").Scan(&stats.TotalItems)
if err != nil {
return stats, fmt.Errorf("failed to get total items: %w", err)
}
// Players with collections
err = dcm.db.QueryRowContext(ctx, "SELECT COUNT(DISTINCT char_id) FROM character_collections").Scan(&stats.PlayersWithCollections)
if err != nil {
return stats, fmt.Errorf("failed to get players with collections: %w", err)
}
// Completed collections across all players
err = dcm.db.QueryRowContext(ctx, "SELECT COUNT(*) FROM character_collections WHERE completed = 1").Scan(&stats.CompletedCollections)
if err != nil {
return stats, fmt.Errorf("failed to get completed collections: %w", err)
}
// Active collections (incomplete with at least one item found) across all players
query := `SELECT COUNT(DISTINCT cc.char_id, cc.collection_id)
FROM character_collections cc
JOIN character_collection_items cci ON cc.char_id = cci.char_id AND cc.collection_id = cci.collection_id
WHERE cc.completed = 0`
err = dcm.db.QueryRowContext(ctx, query).Scan(&stats.ActiveCollections)
if err != nil {
return stats, fmt.Errorf("failed to get active collections: %w", err)
}
// Found items across all players
err = dcm.db.QueryRowContext(ctx, "SELECT COUNT(*) FROM character_collection_items").Scan(&stats.FoundItems)
if err != nil {
return stats, fmt.Errorf("failed to get found items: %w", err)
}
// Total rewards
err = dcm.db.QueryRowContext(ctx, "SELECT COUNT(*) FROM collection_rewards").Scan(&stats.TotalRewards)
if err != nil {
return stats, fmt.Errorf("failed to get total rewards: %w", err)
}
return stats, nil
}

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@ -0,0 +1,176 @@
package collections
import "context"
// CollectionDatabase defines database operations for collections
type CollectionDatabase interface {
// LoadCollections retrieves all collections from database
LoadCollections(ctx context.Context) ([]CollectionData, error)
// LoadCollectionItems retrieves items for a specific collection
LoadCollectionItems(ctx context.Context, collectionID int32) ([]CollectionItem, error)
// LoadCollectionRewards retrieves rewards for a specific collection
LoadCollectionRewards(ctx context.Context, collectionID int32) ([]CollectionRewardData, error)
// LoadPlayerCollections retrieves player's collection progress
LoadPlayerCollections(ctx context.Context, characterID int32) ([]PlayerCollectionData, error)
// LoadPlayerCollectionItems retrieves player's found collection items
LoadPlayerCollectionItems(ctx context.Context, characterID, collectionID int32) ([]int32, error)
// SavePlayerCollection saves player collection completion status
SavePlayerCollection(ctx context.Context, characterID, collectionID int32, completed bool) error
// SavePlayerCollectionItem saves a found collection item
SavePlayerCollectionItem(ctx context.Context, characterID, collectionID, itemID int32) error
// SavePlayerCollections saves all modified player collections
SavePlayerCollections(ctx context.Context, characterID int32, collections []*Collection) error
}
// ItemLookup provides item information for collections
type ItemLookup interface {
// GetItem retrieves an item by ID
GetItem(itemID int32) (ItemInfo, error)
// ItemExists checks if an item exists
ItemExists(itemID int32) bool
// GetItemName returns the name of an item
GetItemName(itemID int32) string
}
// PlayerManager provides player information for collections
type PlayerManager interface {
// GetPlayerInfo retrieves basic player information
GetPlayerInfo(characterID int32) (PlayerInfo, error)
// IsPlayerOnline checks if a player is currently online
IsPlayerOnline(characterID int32) bool
// GetPlayerLevel returns player's current level
GetPlayerLevel(characterID int32) int8
}
// ClientManager handles client communication for collections
type ClientManager interface {
// SendCollectionUpdate notifies client of collection changes
SendCollectionUpdate(characterID int32, collection *Collection) error
// SendCollectionComplete notifies client of collection completion
SendCollectionComplete(characterID int32, collection *Collection) error
// SendCollectionList sends available collections to client
SendCollectionList(characterID int32, collections []CollectionInfo) error
// SendCollectionProgress sends collection progress to client
SendCollectionProgress(characterID int32, progress []CollectionProgress) error
}
// ItemInfo contains item information needed for collections
type ItemInfo struct {
ID int32 `json:"id"`
Name string `json:"name"`
Description string `json:"description"`
Icon int32 `json:"icon"`
Level int8 `json:"level"`
Rarity int8 `json:"rarity"`
}
// PlayerInfo contains basic player information
type PlayerInfo struct {
CharacterID int32 `json:"character_id"`
CharacterName string `json:"character_name"`
Level int8 `json:"level"`
Race int32 `json:"race"`
Class int32 `json:"class"`
IsOnline bool `json:"is_online"`
}
// CollectionAware interface for entities that can participate in collections
type CollectionAware interface {
GetCharacterID() int32
GetLevel() int8
HasItem(itemID int32) bool
GetCollectionList() *PlayerCollectionList
}
// EntityCollectionAdapter adapts entities to work with collection system
type EntityCollectionAdapter struct {
entity interface {
GetID() int32
// Add other entity methods as needed
}
playerManager PlayerManager
}
// GetCharacterID returns the character ID from the adapted entity
func (a *EntityCollectionAdapter) GetCharacterID() int32 {
return a.entity.GetID()
}
// GetLevel returns the character level from player manager
func (a *EntityCollectionAdapter) GetLevel() int8 {
if info, err := a.playerManager.GetPlayerInfo(a.entity.GetID()); err == nil {
return info.Level
}
return 0
}
// HasItem checks if the character has a specific item (placeholder)
func (a *EntityCollectionAdapter) HasItem(itemID int32) bool {
// TODO: Implement item checking through entity system
return false
}
// GetCollectionList placeholder for getting player collection list
func (a *EntityCollectionAdapter) GetCollectionList() *PlayerCollectionList {
// TODO: Implement collection list retrieval
return nil
}
// RewardProvider handles collection reward distribution
type RewardProvider interface {
// GiveItem gives an item to a player
GiveItem(characterID int32, itemID int32, quantity int8) error
// GiveCoin gives coins to a player
GiveCoin(characterID int32, amount int64) error
// GiveXP gives experience points to a player
GiveXP(characterID int32, amount int64) error
// ValidateRewards checks if rewards can be given
ValidateRewards(characterID int32, rewards []CollectionRewardItem, coin, xp int64) error
}
// CollectionEventHandler handles collection-related events
type CollectionEventHandler interface {
// OnCollectionStarted called when player starts a collection
OnCollectionStarted(characterID, collectionID int32)
// OnItemFound called when player finds a collection item
OnItemFound(characterID, collectionID, itemID int32)
// OnCollectionCompleted called when player completes a collection
OnCollectionCompleted(characterID, collectionID int32)
// OnRewardClaimed called when player claims collection rewards
OnRewardClaimed(characterID, collectionID int32, rewards []CollectionRewardItem, coin, xp int64)
}
// LogHandler provides logging functionality
type LogHandler interface {
// LogDebug logs debug messages
LogDebug(category, message string, args ...interface{})
// LogInfo logs informational messages
LogInfo(category, message string, args ...interface{})
// LogError logs error messages
LogError(category, message string, args ...interface{})
// LogWarning logs warning messages
LogWarning(category, message string, args ...interface{})
}

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package collections
import (
"context"
"fmt"
"sync"
)
// NewCollectionManager creates a new collection manager instance
func NewCollectionManager(database CollectionDatabase, itemLookup ItemLookup) *CollectionManager {
return &CollectionManager{
masterList: NewMasterCollectionList(database),
database: database,
itemLookup: itemLookup,
}
}
// Initialize initializes the collection system by loading all collections
func (cm *CollectionManager) Initialize(ctx context.Context) error {
return cm.masterList.Initialize(ctx, cm.itemLookup)
}
// GetMasterList returns the master collection list
func (cm *CollectionManager) GetMasterList() *MasterCollectionList {
return cm.masterList
}
// CreatePlayerCollectionList creates a new player collection list
func (cm *CollectionManager) CreatePlayerCollectionList(characterID int32) *PlayerCollectionList {
return NewPlayerCollectionList(characterID, cm.database)
}
// GetCollection returns a collection by ID from the master list
func (cm *CollectionManager) GetCollection(collectionID int32) *Collection {
return cm.masterList.GetCollection(collectionID)
}
// GetCollectionCopy returns a copy of a collection by ID
func (cm *CollectionManager) GetCollectionCopy(collectionID int32) *Collection {
return cm.masterList.GetCollectionCopy(collectionID)
}
// ProcessItemFound processes when a player finds an item across all collections
func (cm *CollectionManager) ProcessItemFound(playerList *PlayerCollectionList, itemID int32) ([]*Collection, error) {
if playerList == nil {
return nil, fmt.Errorf("player collection list is nil")
}
return playerList.ProcessItemFound(itemID, cm.masterList)
}
// CompleteCollection processes collection completion for a player
func (cm *CollectionManager) CompleteCollection(playerList *PlayerCollectionList, collectionID int32, rewardProvider RewardProvider) error {
if playerList == nil {
return fmt.Errorf("player collection list is nil")
}
collection := playerList.GetCollection(collectionID)
if collection == nil {
return fmt.Errorf("collection %d not found in player list", collectionID)
}
if !collection.GetIsReadyToTurnIn() {
return fmt.Errorf("collection %d is not ready to complete", collectionID)
}
// Give rewards if provider is available
if rewardProvider != nil {
characterID := playerList.GetCharacterID()
// Give coin reward
if coin := collection.GetRewardCoin(); coin > 0 {
if err := rewardProvider.GiveCoin(characterID, coin); err != nil {
return fmt.Errorf("failed to give coin reward: %w", err)
}
}
// Give XP reward
if xp := collection.GetRewardXP(); xp > 0 {
if err := rewardProvider.GiveXP(characterID, xp); err != nil {
return fmt.Errorf("failed to give XP reward: %w", err)
}
}
// Give item rewards
for _, reward := range collection.GetRewardItems() {
if err := rewardProvider.GiveItem(characterID, reward.ItemID, reward.Quantity); err != nil {
return fmt.Errorf("failed to give item reward %d: %w", reward.ItemID, err)
}
}
}
// Mark collection as completed
return playerList.CompleteCollection(collectionID)
}
// GetAvailableCollections returns collections available to a player based on level
func (cm *CollectionManager) GetAvailableCollections(playerLevel int8) []*Collection {
return cm.masterList.GetCollectionsByLevel(0, playerLevel)
}
// GetCollectionsByCategory returns collections in a specific category
func (cm *CollectionManager) GetCollectionsByCategory(category string) []*Collection {
return cm.masterList.GetCollectionsByCategory(category)
}
// GetAllCategories returns all collection categories
func (cm *CollectionManager) GetAllCategories() []string {
return cm.masterList.GetCategories()
}
// SearchCollections searches for collections by name
func (cm *CollectionManager) SearchCollections(searchTerm string) []*Collection {
return cm.masterList.FindCollectionsByName(searchTerm)
}
// ValidateSystemIntegrity validates the integrity of the collection system
func (cm *CollectionManager) ValidateSystemIntegrity() []error {
return cm.masterList.ValidateIntegrity(cm.itemLookup)
}
// GetSystemStatistics returns overall collection system statistics
func (cm *CollectionManager) GetSystemStatistics() CollectionStatistics {
return cm.masterList.GetStatistics()
}
// CollectionService provides high-level collection system services
type CollectionService struct {
manager *CollectionManager
playerLists map[int32]*PlayerCollectionList
mu sync.RWMutex
clientManager ClientManager
eventHandler CollectionEventHandler
logger LogHandler
}
// NewCollectionService creates a new collection service
func NewCollectionService(database CollectionDatabase, itemLookup ItemLookup, clientManager ClientManager) *CollectionService {
return &CollectionService{
manager: NewCollectionManager(database, itemLookup),
playerLists: make(map[int32]*PlayerCollectionList),
clientManager: clientManager,
}
}
// SetEventHandler sets the collection event handler
func (cs *CollectionService) SetEventHandler(handler CollectionEventHandler) {
cs.eventHandler = handler
}
// SetLogger sets the logger for the service
func (cs *CollectionService) SetLogger(logger LogHandler) {
cs.logger = logger
}
// Initialize initializes the collection service
func (cs *CollectionService) Initialize(ctx context.Context) error {
return cs.manager.Initialize(ctx)
}
// LoadPlayerCollections loads collections for a specific player
func (cs *CollectionService) LoadPlayerCollections(ctx context.Context, characterID int32) error {
cs.mu.Lock()
defer cs.mu.Unlock()
playerList := cs.manager.CreatePlayerCollectionList(characterID)
if err := playerList.Initialize(ctx, cs.manager.GetMasterList()); err != nil {
return fmt.Errorf("failed to initialize player collections: %w", err)
}
cs.playerLists[characterID] = playerList
if cs.logger != nil {
cs.logger.LogDebug("collections", "Loaded %d collections for character %d",
playerList.Size(), characterID)
}
return nil
}
// UnloadPlayerCollections unloads collections for a player (when they log out)
func (cs *CollectionService) UnloadPlayerCollections(ctx context.Context, characterID int32) error {
cs.mu.Lock()
defer cs.mu.Unlock()
playerList, exists := cs.playerLists[characterID]
if !exists {
return nil // Already unloaded
}
// Save any pending changes
if err := playerList.SaveCollections(ctx); err != nil {
if cs.logger != nil {
cs.logger.LogError("collections", "Failed to save collections for character %d: %v", characterID, err)
}
return fmt.Errorf("failed to save collections: %w", err)
}
delete(cs.playerLists, characterID)
if cs.logger != nil {
cs.logger.LogDebug("collections", "Unloaded collections for character %d", characterID)
}
return nil
}
// ProcessItemFound processes when a player finds an item
func (cs *CollectionService) ProcessItemFound(characterID, itemID int32) error {
cs.mu.RLock()
playerList, exists := cs.playerLists[characterID]
cs.mu.RUnlock()
if !exists {
return fmt.Errorf("player collections not loaded for character %d", characterID)
}
updatedCollections, err := cs.manager.ProcessItemFound(playerList, itemID)
if err != nil {
return fmt.Errorf("failed to process found item: %w", err)
}
// Notify client and event handler of updates
for _, collection := range updatedCollections {
if cs.clientManager != nil {
cs.clientManager.SendCollectionUpdate(characterID, collection)
}
if cs.eventHandler != nil {
cs.eventHandler.OnItemFound(characterID, collection.GetID(), itemID)
}
if cs.logger != nil {
cs.logger.LogDebug("collections", "Character %d found item %d for collection %d (%s)",
characterID, itemID, collection.GetID(), collection.GetName())
}
}
return nil
}
// CompleteCollection processes collection completion
func (cs *CollectionService) CompleteCollection(characterID, collectionID int32, rewardProvider RewardProvider) error {
cs.mu.RLock()
playerList, exists := cs.playerLists[characterID]
cs.mu.RUnlock()
if !exists {
return fmt.Errorf("player collections not loaded for character %d", characterID)
}
collection := playerList.GetCollection(collectionID)
if collection == nil {
return fmt.Errorf("collection %d not found for character %d", collectionID, characterID)
}
// Complete the collection
if err := cs.manager.CompleteCollection(playerList, collectionID, rewardProvider); err != nil {
return fmt.Errorf("failed to complete collection: %w", err)
}
// Notify client and event handler
if cs.clientManager != nil {
cs.clientManager.SendCollectionComplete(characterID, collection)
}
if cs.eventHandler != nil {
rewards := collection.GetRewardItems()
selectableRewards := collection.GetSelectableRewardItems()
allRewards := append(rewards, selectableRewards...)
cs.eventHandler.OnCollectionCompleted(characterID, collectionID)
cs.eventHandler.OnRewardClaimed(characterID, collectionID, allRewards,
collection.GetRewardCoin(), collection.GetRewardXP())
}
if cs.logger != nil {
cs.logger.LogInfo("collections", "Character %d completed collection %d (%s)",
characterID, collectionID, collection.GetName())
}
return nil
}
// GetPlayerCollections returns all collections for a player
func (cs *CollectionService) GetPlayerCollections(characterID int32) ([]*Collection, error) {
cs.mu.RLock()
playerList, exists := cs.playerLists[characterID]
cs.mu.RUnlock()
if !exists {
return nil, fmt.Errorf("player collections not loaded for character %d", characterID)
}
return playerList.GetAllCollections(), nil
}
// GetPlayerCollectionProgress returns detailed progress for all player collections
func (cs *CollectionService) GetPlayerCollectionProgress(characterID int32) ([]CollectionProgress, error) {
cs.mu.RLock()
playerList, exists := cs.playerLists[characterID]
cs.mu.RUnlock()
if !exists {
return nil, fmt.Errorf("player collections not loaded for character %d", characterID)
}
return playerList.GetCollectionProgress(), nil
}
// SendCollectionList sends available collections to a player
func (cs *CollectionService) SendCollectionList(characterID int32, playerLevel int8) error {
if cs.clientManager == nil {
return fmt.Errorf("client manager not available")
}
collections := cs.manager.GetAvailableCollections(playerLevel)
collectionInfos := make([]CollectionInfo, len(collections))
for i, collection := range collections {
collectionInfos[i] = collection.GetCollectionInfo()
}
return cs.clientManager.SendCollectionList(characterID, collectionInfos)
}
// SaveAllPlayerCollections saves all loaded player collections
func (cs *CollectionService) SaveAllPlayerCollections(ctx context.Context) error {
cs.mu.RLock()
playerLists := make(map[int32]*PlayerCollectionList)
for characterID, playerList := range cs.playerLists {
playerLists[characterID] = playerList
}
cs.mu.RUnlock()
var saveErrors []error
for characterID, playerList := range playerLists {
if err := playerList.SaveCollections(ctx); err != nil {
saveErrors = append(saveErrors, fmt.Errorf("character %d: %w", characterID, err))
if cs.logger != nil {
cs.logger.LogError("collections", "Failed to save collections for character %d: %v", characterID, err)
}
}
}
if len(saveErrors) > 0 {
return fmt.Errorf("failed to save some player collections: %v", saveErrors)
}
return nil
}
// GetLoadedPlayerCount returns the number of players with loaded collections
func (cs *CollectionService) GetLoadedPlayerCount() int {
cs.mu.RLock()
defer cs.mu.RUnlock()
return len(cs.playerLists)
}
// IsPlayerLoaded checks if a player's collections are loaded
func (cs *CollectionService) IsPlayerLoaded(characterID int32) bool {
cs.mu.RLock()
defer cs.mu.RUnlock()
_, exists := cs.playerLists[characterID]
return exists
}
// GetMasterCollection returns a collection from the master list
func (cs *CollectionService) GetMasterCollection(collectionID int32) *Collection {
return cs.manager.GetCollection(collectionID)
}
// GetAllCategories returns all collection categories
func (cs *CollectionService) GetAllCategories() []string {
return cs.manager.GetAllCategories()
}
// SearchCollections searches for collections by name
func (cs *CollectionService) SearchCollections(searchTerm string) []*Collection {
return cs.manager.SearchCollections(searchTerm)
}

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package collections
import (
"context"
"fmt"
"sort"
)
// NewMasterCollectionList creates a new master collection list
func NewMasterCollectionList(database CollectionDatabase) *MasterCollectionList {
return &MasterCollectionList{
collections: make(map[int32]*Collection),
database: database,
}
}
// Initialize loads all collections from the database
func (mcl *MasterCollectionList) Initialize(ctx context.Context, itemLookup ItemLookup) error {
mcl.mu.Lock()
defer mcl.mu.Unlock()
// Load collection data
collectionData, err := mcl.database.LoadCollections(ctx)
if err != nil {
return fmt.Errorf("failed to load collections: %w", err)
}
totalItems := 0
totalRewards := 0
for _, data := range collectionData {
collection := NewCollection()
collection.SetID(data.ID)
collection.SetName(data.Name)
collection.SetCategory(data.Category)
collection.SetLevel(data.Level)
// Load collection items
items, err := mcl.database.LoadCollectionItems(ctx, data.ID)
if err != nil {
return fmt.Errorf("failed to load items for collection %d: %w", data.ID, err)
}
for _, item := range items {
// Validate item exists
if itemLookup != nil && !itemLookup.ItemExists(item.ItemID) {
continue // Skip non-existent items
}
collection.AddCollectionItem(item)
totalItems++
}
// Load collection rewards
rewards, err := mcl.database.LoadCollectionRewards(ctx, data.ID)
if err != nil {
return fmt.Errorf("failed to load rewards for collection %d: %w", data.ID, err)
}
if err := collection.LoadFromRewardData(rewards); err != nil {
return fmt.Errorf("failed to load reward data for collection %d: %w", data.ID, err)
}
totalRewards += len(rewards)
// Validate collection before adding
if err := collection.Validate(); err != nil {
return fmt.Errorf("invalid collection %d (%s): %w", data.ID, data.Name, err)
}
if !mcl.addCollectionNoLock(collection) {
return fmt.Errorf("duplicate collection ID: %d", data.ID)
}
}
return nil
}
// AddCollection adds a collection to the master list
func (mcl *MasterCollectionList) AddCollection(collection *Collection) bool {
mcl.mu.Lock()
defer mcl.mu.Unlock()
return mcl.addCollectionNoLock(collection)
}
// addCollectionNoLock adds a collection without acquiring the lock
func (mcl *MasterCollectionList) addCollectionNoLock(collection *Collection) bool {
if collection == nil {
return false
}
id := collection.GetID()
if _, exists := mcl.collections[id]; exists {
return false
}
mcl.collections[id] = collection
return true
}
// GetCollection retrieves a collection by ID
func (mcl *MasterCollectionList) GetCollection(collectionID int32) *Collection {
mcl.mu.RLock()
defer mcl.mu.RUnlock()
return mcl.collections[collectionID]
}
// GetCollectionCopy retrieves a copy of a collection by ID
func (mcl *MasterCollectionList) GetCollectionCopy(collectionID int32) *Collection {
mcl.mu.RLock()
defer mcl.mu.RUnlock()
if collection, exists := mcl.collections[collectionID]; exists {
return NewCollectionFromData(collection)
}
return nil
}
// ClearCollections removes all collections
func (mcl *MasterCollectionList) ClearCollections() {
mcl.mu.Lock()
defer mcl.mu.Unlock()
mcl.collections = make(map[int32]*Collection)
}
// Size returns the number of collections
func (mcl *MasterCollectionList) Size() int {
mcl.mu.RLock()
defer mcl.mu.RUnlock()
return len(mcl.collections)
}
// NeedsItem checks if any collection needs a specific item
func (mcl *MasterCollectionList) NeedsItem(itemID int32) bool {
mcl.mu.RLock()
defer mcl.mu.RUnlock()
for _, collection := range mcl.collections {
if collection.NeedsItem(itemID) {
return true
}
}
return false
}
// GetCollectionsByCategory returns collections in a specific category
func (mcl *MasterCollectionList) GetCollectionsByCategory(category string) []*Collection {
mcl.mu.RLock()
defer mcl.mu.RUnlock()
var result []*Collection
for _, collection := range mcl.collections {
if collection.GetCategory() == category {
result = append(result, collection)
}
}
return result
}
// GetCollectionsByLevel returns collections for a specific level range
func (mcl *MasterCollectionList) GetCollectionsByLevel(minLevel, maxLevel int8) []*Collection {
mcl.mu.RLock()
defer mcl.mu.RUnlock()
var result []*Collection
for _, collection := range mcl.collections {
level := collection.GetLevel()
if level >= minLevel && level <= maxLevel {
result = append(result, collection)
}
}
return result
}
// GetAllCollections returns all collections
func (mcl *MasterCollectionList) GetAllCollections() []*Collection {
mcl.mu.RLock()
defer mcl.mu.RUnlock()
result := make([]*Collection, 0, len(mcl.collections))
for _, collection := range mcl.collections {
result = append(result, collection)
}
return result
}
// GetCollectionIDs returns all collection IDs
func (mcl *MasterCollectionList) GetCollectionIDs() []int32 {
mcl.mu.RLock()
defer mcl.mu.RUnlock()
ids := make([]int32, 0, len(mcl.collections))
for id := range mcl.collections {
ids = append(ids, id)
}
sort.Slice(ids, func(i, j int) bool {
return ids[i] < ids[j]
})
return ids
}
// GetCategories returns all unique categories
func (mcl *MasterCollectionList) GetCategories() []string {
mcl.mu.RLock()
defer mcl.mu.RUnlock()
categoryMap := make(map[string]bool)
for _, collection := range mcl.collections {
category := collection.GetCategory()
if category != "" {
categoryMap[category] = true
}
}
categories := make([]string, 0, len(categoryMap))
for category := range categoryMap {
categories = append(categories, category)
}
sort.Strings(categories)
return categories
}
// GetCollectionsRequiringItem returns collections that need a specific item
func (mcl *MasterCollectionList) GetCollectionsRequiringItem(itemID int32) []*Collection {
mcl.mu.RLock()
defer mcl.mu.RUnlock()
var result []*Collection
for _, collection := range mcl.collections {
if collection.NeedsItem(itemID) {
result = append(result, collection)
}
}
return result
}
// GetStatistics returns master collection list statistics
func (mcl *MasterCollectionList) GetStatistics() CollectionStatistics {
mcl.mu.RLock()
defer mcl.mu.RUnlock()
stats := CollectionStatistics{
TotalCollections: len(mcl.collections),
}
for _, collection := range mcl.collections {
if collection.GetCompleted() {
stats.CompletedCollections++
}
if collection.GetTotalItemsCount() > 0 {
stats.ActiveCollections++
}
stats.TotalItems += collection.GetTotalItemsCount()
stats.FoundItems += collection.GetFoundItemsCount()
stats.TotalRewards += len(collection.GetRewardItems()) + len(collection.GetSelectableRewardItems())
if collection.GetRewardCoin() > 0 {
stats.TotalRewards++
}
if collection.GetRewardXP() > 0 {
stats.TotalRewards++
}
}
return stats
}
// ValidateIntegrity checks the integrity of all collections
func (mcl *MasterCollectionList) ValidateIntegrity(itemLookup ItemLookup) []error {
mcl.mu.RLock()
defer mcl.mu.RUnlock()
var errors []error
for _, collection := range mcl.collections {
if err := collection.Validate(); err != nil {
errors = append(errors, fmt.Errorf("collection %d (%s): %w",
collection.GetID(), collection.GetName(), err))
}
// Check if all required items exist
if itemLookup != nil {
for _, item := range collection.GetCollectionItems() {
if !itemLookup.ItemExists(item.ItemID) {
errors = append(errors, fmt.Errorf("collection %d (%s) references non-existent item %d",
collection.GetID(), collection.GetName(), item.ItemID))
}
}
// Check reward items
for _, item := range collection.GetRewardItems() {
if !itemLookup.ItemExists(item.ItemID) {
errors = append(errors, fmt.Errorf("collection %d (%s) has non-existent reward item %d",
collection.GetID(), collection.GetName(), item.ItemID))
}
}
for _, item := range collection.GetSelectableRewardItems() {
if !itemLookup.ItemExists(item.ItemID) {
errors = append(errors, fmt.Errorf("collection %d (%s) has non-existent selectable reward item %d",
collection.GetID(), collection.GetName(), item.ItemID))
}
}
}
}
return errors
}
// FindCollectionsByName searches for collections by name (case-insensitive)
func (mcl *MasterCollectionList) FindCollectionsByName(searchTerm string) []*Collection {
mcl.mu.RLock()
defer mcl.mu.RUnlock()
var result []*Collection
searchLower := strings.ToLower(searchTerm)
for _, collection := range mcl.collections {
if strings.Contains(strings.ToLower(collection.GetName()), searchLower) {
result = append(result, collection)
}
}
// Sort by name
sort.Slice(result, func(i, j int) bool {
return result[i].GetName() < result[j].GetName()
})
return result
}

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package collections
import (
"context"
"fmt"
"sort"
)
// NewPlayerCollectionList creates a new player collection list
func NewPlayerCollectionList(characterID int32, database CollectionDatabase) *PlayerCollectionList {
return &PlayerCollectionList{
characterID: characterID,
collections: make(map[int32]*Collection),
database: database,
}
}
// Initialize loads player's collection progress from database
func (pcl *PlayerCollectionList) Initialize(ctx context.Context, masterList *MasterCollectionList) error {
pcl.mu.Lock()
defer pcl.mu.Unlock()
// Load player collection data
playerCollections, err := pcl.database.LoadPlayerCollections(ctx, pcl.characterID)
if err != nil {
return fmt.Errorf("failed to load player collections: %w", err)
}
for _, playerCollection := range playerCollections {
// Get the master collection template
masterCollection := masterList.GetCollection(playerCollection.CollectionID)
if masterCollection == nil {
continue // Skip collections that no longer exist
}
// Create a copy for the player
collection := NewCollectionFromData(masterCollection)
if collection == nil {
continue
}
collection.SetCompleted(playerCollection.Completed)
// Load player's found items
foundItems, err := pcl.database.LoadPlayerCollectionItems(ctx, pcl.characterID, playerCollection.CollectionID)
if err != nil {
return fmt.Errorf("failed to load player collection items for collection %d: %w", playerCollection.CollectionID, err)
}
// Mark found items
for _, itemID := range foundItems {
collection.MarkItemFound(itemID)
}
// Reset save needed flag after loading
collection.SetSaveNeeded(false)
pcl.collections[playerCollection.CollectionID] = collection
}
return nil
}
// AddCollection adds a collection to the player's list
func (pcl *PlayerCollectionList) AddCollection(collection *Collection) bool {
pcl.mu.Lock()
defer pcl.mu.Unlock()
if collection == nil {
return false
}
id := collection.GetID()
if _, exists := pcl.collections[id]; exists {
return false
}
pcl.collections[id] = collection
return true
}
// GetCollection retrieves a collection by ID
func (pcl *PlayerCollectionList) GetCollection(collectionID int32) *Collection {
pcl.mu.RLock()
defer pcl.mu.RUnlock()
return pcl.collections[collectionID]
}
// ClearCollections removes all collections
func (pcl *PlayerCollectionList) ClearCollections() {
pcl.mu.Lock()
defer pcl.mu.Unlock()
pcl.collections = make(map[int32]*Collection)
}
// Size returns the number of collections
func (pcl *PlayerCollectionList) Size() int {
pcl.mu.RLock()
defer pcl.mu.RUnlock()
return len(pcl.collections)
}
// NeedsItem checks if any player collection or potential collection needs an item
func (pcl *PlayerCollectionList) NeedsItem(itemID int32, masterList *MasterCollectionList) bool {
pcl.mu.RLock()
defer pcl.mu.RUnlock()
// Check player's active collections first
for _, collection := range pcl.collections {
if collection.NeedsItem(itemID) {
return true
}
}
// Check if any master collection the player doesn't have needs this item
if masterList != nil {
for _, masterCollection := range masterList.GetAllCollections() {
if masterCollection.NeedsItem(itemID) {
// Player doesn't have this collection yet
if _, hasCollection := pcl.collections[masterCollection.GetID()]; !hasCollection {
return true
}
}
}
}
return false
}
// HasCollectionsToHandIn checks if any collections are ready to turn in
func (pcl *PlayerCollectionList) HasCollectionsToHandIn() bool {
pcl.mu.RLock()
defer pcl.mu.RUnlock()
for _, collection := range pcl.collections {
if collection.GetIsReadyToTurnIn() {
return true
}
}
return false
}
// GetCollectionsReadyToTurnIn returns collections that are ready to complete
func (pcl *PlayerCollectionList) GetCollectionsReadyToTurnIn() []*Collection {
pcl.mu.RLock()
defer pcl.mu.RUnlock()
var result []*Collection
for _, collection := range pcl.collections {
if collection.GetIsReadyToTurnIn() {
result = append(result, collection)
}
}
return result
}
// GetCompletedCollections returns all completed collections
func (pcl *PlayerCollectionList) GetCompletedCollections() []*Collection {
pcl.mu.RLock()
defer pcl.mu.RUnlock()
var result []*Collection
for _, collection := range pcl.collections {
if collection.GetCompleted() {
result = append(result, collection)
}
}
return result
}
// GetActiveCollections returns all active (incomplete) collections
func (pcl *PlayerCollectionList) GetActiveCollections() []*Collection {
pcl.mu.RLock()
defer pcl.mu.RUnlock()
var result []*Collection
for _, collection := range pcl.collections {
if !collection.GetCompleted() {
result = append(result, collection)
}
}
return result
}
// GetAllCollections returns all player collections
func (pcl *PlayerCollectionList) GetAllCollections() []*Collection {
pcl.mu.RLock()
defer pcl.mu.RUnlock()
result := make([]*Collection, 0, len(pcl.collections))
for _, collection := range pcl.collections {
result = append(result, collection)
}
return result
}
// GetCollectionsByCategory returns collections in a specific category
func (pcl *PlayerCollectionList) GetCollectionsByCategory(category string) []*Collection {
pcl.mu.RLock()
defer pcl.mu.RUnlock()
var result []*Collection
for _, collection := range pcl.collections {
if collection.GetCategory() == category {
result = append(result, collection)
}
}
return result
}
// ProcessItemFound processes when a player finds an item that may belong to collections
func (pcl *PlayerCollectionList) ProcessItemFound(itemID int32, masterList *MasterCollectionList) ([]*Collection, error) {
pcl.mu.Lock()
defer pcl.mu.Unlock()
var updatedCollections []*Collection
// Check existing player collections
for _, collection := range pcl.collections {
if collection.NeedsItem(itemID) {
if collection.MarkItemFound(itemID) {
updatedCollections = append(updatedCollections, collection)
}
}
}
// Check if player should start new collections
if masterList != nil {
for _, masterCollection := range masterList.GetAllCollections() {
// Skip if player already has this collection
if _, hasCollection := pcl.collections[masterCollection.GetID()]; hasCollection {
continue
}
// Check if master collection needs this item
if masterCollection.NeedsItem(itemID) {
// Create new collection for player
newCollection := NewCollectionFromData(masterCollection)
if newCollection != nil {
newCollection.MarkItemFound(itemID)
pcl.collections[masterCollection.GetID()] = newCollection
updatedCollections = append(updatedCollections, newCollection)
}
}
}
}
return updatedCollections, nil
}
// CompleteCollection marks a collection as completed
func (pcl *PlayerCollectionList) CompleteCollection(collectionID int32) error {
pcl.mu.Lock()
defer pcl.mu.Unlock()
collection, exists := pcl.collections[collectionID]
if !exists {
return fmt.Errorf("collection %d not found", collectionID)
}
if collection.GetCompleted() {
return fmt.Errorf("collection %d is already completed", collectionID)
}
if !collection.GetIsReadyToTurnIn() {
return fmt.Errorf("collection %d is not ready to complete", collectionID)
}
collection.SetCompleted(true)
collection.SetSaveNeeded(true)
return nil
}
// GetCollectionsNeedingSave returns collections that need to be saved
func (pcl *PlayerCollectionList) GetCollectionsNeedingSave() []*Collection {
pcl.mu.RLock()
defer pcl.mu.RUnlock()
var result []*Collection
for _, collection := range pcl.collections {
if collection.GetSaveNeeded() {
result = append(result, collection)
}
}
return result
}
// SaveCollections saves all collections that need saving
func (pcl *PlayerCollectionList) SaveCollections(ctx context.Context) error {
collectionsToSave := pcl.GetCollectionsNeedingSave()
if len(collectionsToSave) == 0 {
return nil
}
if err := pcl.database.SavePlayerCollections(ctx, pcl.characterID, collectionsToSave); err != nil {
return fmt.Errorf("failed to save player collections: %w", err)
}
// Mark collections as saved
for _, collection := range collectionsToSave {
collection.SetSaveNeeded(false)
}
return nil
}
// GetStatistics returns player collection statistics
func (pcl *PlayerCollectionList) GetStatistics() CollectionStatistics {
pcl.mu.RLock()
defer pcl.mu.RUnlock()
stats := CollectionStatistics{
TotalCollections: len(pcl.collections),
PlayersWithCollections: 1, // This player
}
for _, collection := range pcl.collections {
if collection.GetCompleted() {
stats.CompletedCollections++
}
if !collection.GetCompleted() && collection.GetFoundItemsCount() > 0 {
stats.ActiveCollections++
}
stats.TotalItems += collection.GetTotalItemsCount()
stats.FoundItems += collection.GetFoundItemsCount()
stats.TotalRewards += len(collection.GetRewardItems()) + len(collection.GetSelectableRewardItems())
if collection.GetRewardCoin() > 0 {
stats.TotalRewards++
}
if collection.GetRewardXP() > 0 {
stats.TotalRewards++
}
}
return stats
}
// GetCollectionProgress returns detailed progress for all collections
func (pcl *PlayerCollectionList) GetCollectionProgress() []CollectionProgress {
pcl.mu.RLock()
defer pcl.mu.RUnlock()
progress := make([]CollectionProgress, 0, len(pcl.collections))
for _, collection := range pcl.collections {
progress = append(progress, collection.GetCollectionProgress())
}
// Sort by name
sort.Slice(progress, func(i, j int) bool {
return progress[i].Name < progress[j].Name
})
return progress
}
// GetCharacterID returns the character ID for this collection list
func (pcl *PlayerCollectionList) GetCharacterID() int32 {
return pcl.characterID
}
// RemoveCollection removes a collection from the player's list
func (pcl *PlayerCollectionList) RemoveCollection(collectionID int32) bool {
pcl.mu.Lock()
defer pcl.mu.Unlock()
if _, exists := pcl.collections[collectionID]; exists {
delete(pcl.collections, collectionID)
return true
}
return false
}
// GetCollectionIDs returns all collection IDs the player has
func (pcl *PlayerCollectionList) GetCollectionIDs() []int32 {
pcl.mu.RLock()
defer pcl.mu.RUnlock()
ids := make([]int32, 0, len(pcl.collections))
for id := range pcl.collections {
ids = append(ids, id)
}
sort.Slice(ids, func(i, j int) bool {
return ids[i] < ids[j]
})
return ids
}

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package collections
import (
"sync"
"time"
)
// CollectionItem represents an item required for a collection
type CollectionItem struct {
ItemID int32 `json:"item_id" db:"item_id"`
Index int8 `json:"index" db:"item_index"`
Found int8 `json:"found" db:"found"`
}
// CollectionRewardItem represents a reward item for completing a collection
type CollectionRewardItem struct {
ItemID int32 `json:"item_id" db:"item_id"`
Quantity int8 `json:"quantity" db:"quantity"`
}
// Collection represents a collection that players can complete
type Collection struct {
mu sync.RWMutex
id int32
name string
category string
level int8
rewardCoin int64
rewardXP int64
completed bool
saveNeeded bool
collectionItems []CollectionItem
rewardItems []CollectionRewardItem
selectableRewardItems []CollectionRewardItem
lastModified time.Time
}
// CollectionData represents collection data for database operations
type CollectionData struct {
ID int32 `json:"id" db:"id"`
Name string `json:"collection_name" db:"collection_name"`
Category string `json:"collection_category" db:"collection_category"`
Level int8 `json:"level" db:"level"`
}
// CollectionRewardData represents reward data from database
type CollectionRewardData struct {
CollectionID int32 `json:"collection_id" db:"collection_id"`
RewardType string `json:"reward_type" db:"reward_type"`
RewardValue string `json:"reward_value" db:"reward_value"`
Quantity int8 `json:"reward_quantity" db:"reward_quantity"`
}
// PlayerCollectionData represents player collection progress
type PlayerCollectionData struct {
CharacterID int32 `json:"char_id" db:"char_id"`
CollectionID int32 `json:"collection_id" db:"collection_id"`
Completed bool `json:"completed" db:"completed"`
}
// PlayerCollectionItemData represents player found collection items
type PlayerCollectionItemData struct {
CharacterID int32 `json:"char_id" db:"char_id"`
CollectionID int32 `json:"collection_id" db:"collection_id"`
CollectionItemID int32 `json:"collection_item_id" db:"collection_item_id"`
}
// MasterCollectionList manages all available collections in the game
type MasterCollectionList struct {
mu sync.RWMutex
collections map[int32]*Collection
database CollectionDatabase
}
// PlayerCollectionList manages collections for a specific player
type PlayerCollectionList struct {
mu sync.RWMutex
characterID int32
collections map[int32]*Collection
database CollectionDatabase
}
// CollectionManager provides high-level collection management
type CollectionManager struct {
masterList *MasterCollectionList
database CollectionDatabase
itemLookup ItemLookup
}
// CollectionStatistics provides collection system usage statistics
type CollectionStatistics struct {
TotalCollections int
CompletedCollections int
ActiveCollections int
TotalItems int
FoundItems int
TotalRewards int
PlayersWithCollections int
}
// CollectionInfo provides basic collection information
type CollectionInfo struct {
ID int32 `json:"id"`
Name string `json:"name"`
Category string `json:"category"`
Level int8 `json:"level"`
Completed bool `json:"completed"`
ReadyToTurnIn bool `json:"ready_to_turn_in"`
ItemsFound int `json:"items_found"`
ItemsTotal int `json:"items_total"`
RewardCoin int64 `json:"reward_coin"`
RewardXP int64 `json:"reward_xp"`
RewardItems []CollectionRewardItem `json:"reward_items"`
SelectableRewards []CollectionRewardItem `json:"selectable_rewards"`
RequiredItems []CollectionItem `json:"required_items"`
}
// CollectionProgress represents player progress on a collection
type CollectionProgress struct {
CollectionID int32 `json:"collection_id"`
Name string `json:"name"`
Category string `json:"category"`
Level int8 `json:"level"`
Completed bool `json:"completed"`
ReadyToTurnIn bool `json:"ready_to_turn_in"`
Progress float64 `json:"progress_percentage"`
ItemsFound []CollectionItem `json:"items_found"`
ItemsNeeded []CollectionItem `json:"items_needed"`
LastUpdated time.Time `json:"last_updated"`
}

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package guilds
// Guild rank constants
const (
RankLeader = 0
RankSeniorOfficer = 1
RankOfficer = 2
RankSeniorMember = 3
RankMember = 4
RankJuniorMember = 5
RankInitiate = 6
RankRecruit = 7
)
// Guild permission constants
const (
PermissionInvite = 0
PermissionRemoveMember = 1
PermissionPromoteMember = 2
PermissionDemoteMember = 3
PermissionChangeMOTD = 6
PermissionChangePermissions = 7
PermissionChangeRankNames = 8
PermissionSeeOfficerNotes = 9
PermissionEditOfficerNotes = 10
PermissionSeeOfficerChat = 11
PermissionSpeakInOfficerChat = 12
PermissionSeeGuildChat = 13
PermissionSpeakInGuildChat = 14
PermissionEditPersonalNotes = 15
PermissionEditPersonalNotesOthers = 16
PermissionEditEventFilters = 17
PermissionEditEvents = 18
PermissionPurchaseStatusItems = 19
PermissionDisplayGuildName = 20
PermissionSendEmailToGuild = 21
PermissionBank1SeeContents = 22
PermissionBank2SeeContents = 23
PermissionBank3SeeContents = 24
PermissionBank4SeeContents = 25
PermissionBank1Deposit = 26
PermissionBank2Deposit = 27
PermissionBank3Deposit = 28
PermissionBank4Deposit = 29
PermissionBank1Withdrawal = 30
PermissionBank2Withdrawal = 31
PermissionBank3Withdrawal = 32
PermissionBank4Withdrawal = 33
PermissionEditRecruitingSettings = 35
PermissionMakeOthersRecruiters = 36
PermissionSeeRecruitingSettings = 37
PermissionAssignPoints = 43
PermissionReceivePoints = 44
)
// Event filter categories
const (
EventFilterCategoryRetainHistory = 0
EventFilterCategoryBroadcast = 1
)
// Guild event types
const (
EventGuildLevelUp = 0
EventGuildLevelDown = 1
EventDiscoversItem = 2
EventGainsAdvLevel1To10 = 3
EventGainsAdvLevel11To20 = 4
EventGainsAdvLevel21To30 = 5
EventGainsAdvLevel31To40 = 6
EventGainsAdvLevel41To50 = 7
EventGainsTSLevel1To10 = 8
EventGainsTSLevel11To20 = 9
EventGainsTSLevel21To30 = 10
EventGainsTSLevel31To40 = 11
EventGainsTSLevel41To50 = 12
EventMemberJoins = 13
EventMemberLeaves = 14
EventMemberPromoted = 15
EventMemberDemoted = 16
EventCompletesHeritageQuest = 19
EventKillsEpicMonster = 20
EventLootsArtifact = 21
EventLootsFabeledItem = 22
EventLootsLegendaryItem = 23
EventCompletesWrit = 24
EventLootsMythicalItem = 25
EventGainsAdvLevel10 = 26
EventGainsAdvLevel20 = 27
EventGainsAdvLevel30 = 28
EventGainsAdvLevel40 = 29
EventGainsAdvLevel50 = 30
EventGainsTSLevel10 = 31
EventGainsTSLevel20 = 32
EventGainsTSLevel30 = 33
EventGainsTSLevel40 = 34
EventGainsTSLevel50 = 35
EventGainsAdvLevel51To60 = 37
EventGainsTSLevel51To60 = 38
EventGainsAdvLevel60 = 39
EventGainsTSLevel60 = 40
EventGainsAdvLevel61To70 = 41
EventGainsTSLevel61To70 = 42
EventGainsAdvLevel70 = 43
EventGainsTSLevel70 = 44
EventGainsAA10 = 45
EventGainsAA20 = 46
EventGainsAA30 = 47
EventGainsAA40 = 48
EventGainsAA50 = 49
EventGainsAA1To10 = 50
EventGainsAA11To20 = 51
EventGainsAA21To30 = 52
EventGainsAA31To40 = 53
EventGainsAA41To50 = 54
EventBecomesRecruiter = 55
EventNoLongerRecruiter = 56
EventHeraldyChange = 57
EventGainsAA60 = 58
EventGainsAA70 = 59
EventGainsAA80 = 60
EventGainsAA90 = 61
EventGainsAA100 = 62
EventGainsAA51To60 = 63
EventGainsAA61To70 = 64
EventGainsAA71To80 = 65
EventGainsAA81To90 = 66
EventGainsAA91To100 = 67
EventGainsAdvLevel80 = 68
EventGainsTSLevel80 = 69
EventGainsAdvLevel71To80 = 70
EventGainsTSLevel71To80 = 71
EventGainsAA110 = 72
EventGainsAA120 = 73
EventGainsAA130 = 74
EventGainsAA140 = 75
EventGainsAA101To110 = 76
EventGainsAA111To120 = 77
EventGainsAA121To130 = 78
EventGainsAA131To140 = 79
EventGainsAA150 = 80
EventGainsAA141To150 = 81
EventGainsAA160 = 82
EventGainsAA170 = 83
EventGainsAA180 = 84
EventGainsAA190 = 85
EventGainsAA200 = 86
EventGainsAA151To160 = 87
EventGainsAA161To170 = 88
EventGainsAA171To180 = 89
EventGainsAA181To190 = 90
EventGainsAA191To200 = 91
EventEarnsAchievement = 92
)
// Recruiting flags
const (
RecruitingFlagTraining = 0
RecruitingFlagFighters = 1
RecruitingFlagPriests = 2
RecruitingFlagScouts = 3
RecruitingFlagMages = 4
RecruitingFlagTradeskillers = 5
)
// Recruiting play styles
const (
RecruitingPlayStyleNone = 0
RecruitingPlayStyleCasual = 1
RecruitingPlayStyleHardcore = 2
)
// Recruiting description tags
const (
RecruitingDescTagNone = 0
RecruitingDescTagGood = 1
RecruitingDescTagEvil = 2
RecruitingDescTagChatty = 3
RecruitingDescTagOrganized = 4
RecruitingDescTagRoleplay = 5
RecruitingDescTagEnjoyQuests = 6
RecruitingDescTagEnjoyRaids = 7
RecruitingDescTagOddHours = 8
RecruitingDescTagCrafterOriented = 9
RecruitingDescTagFamilyFriendly = 10
RecruitingDescTagMatureHumor = 11
RecruitingDescTagInmatesRun = 12
RecruitingDescTagVeryFunny = 13
RecruitingDescTagHumorCausesPain = 14
RecruitingDescTagSerious = 15
)
// Member flags
const (
MemberFlagRecruitingForGuild = 1
MemberFlagNotifyLogins = 2
MemberFlagDontGenerateEvents = 4
)
// Event actions
const (
EventActionLock = 0
EventActionUnlock = 1
EventActionDelete = 2
)
// System limits
const (
MaxGuildLevel = 80
MaxPointHistory = 50
MaxEvents = 500
MaxLockedEvents = 200
MaxGuildNameLength = 64
MaxMOTDLength = 256
MaxMemberNameLength = 64
MaxBankNameLength = 64
MaxRecruitingDescLength = 512
)
// Default rank names
var DefaultRankNames = map[int8]string{
RankLeader: "Leader",
RankSeniorOfficer: "Senior Officer",
RankOfficer: "Officer",
RankSeniorMember: "Senior Member",
RankMember: "Member",
RankJuniorMember: "Junior Member",
RankInitiate: "Initiate",
RankRecruit: "Recruit",
}

936
internal/guilds/database.go Normal file
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package guilds
import (
"context"
"fmt"
"time"
"eq2emu/internal/database"
)
// DatabaseGuildManager implements GuildDatabase interface using the existing database wrapper
type DatabaseGuildManager struct {
db *database.DB
}
// NewDatabaseGuildManager creates a new database guild manager
func NewDatabaseGuildManager(db *database.DB) *DatabaseGuildManager {
return &DatabaseGuildManager{
db: db,
}
}
// LoadGuilds retrieves all guilds from database
func (dgm *DatabaseGuildManager) LoadGuilds(ctx context.Context) ([]GuildData, error) {
query := "SELECT `id`, `name`, `motd`, `level`, `xp`, `xp_needed`, `formed_on` FROM `guilds`"
rows, err := dgm.db.QueryContext(ctx, query)
if err != nil {
return nil, fmt.Errorf("failed to query guilds: %w", err)
}
defer rows.Close()
var guilds []GuildData
for rows.Next() {
var guild GuildData
var motd *string
var formedOnTimestamp int64
err := rows.Scan(
&guild.ID,
&guild.Name,
&motd,
&guild.Level,
&guild.EXPCurrent,
&guild.EXPToNextLevel,
&formedOnTimestamp,
)
if err != nil {
return nil, fmt.Errorf("failed to scan guild row: %w", err)
}
// Handle nullable MOTD field
if motd != nil {
guild.MOTD = *motd
}
// Convert timestamp to time
guild.FormedDate = time.Unix(formedOnTimestamp, 0)
guilds = append(guilds, guild)
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating guild rows: %w", err)
}
return guilds, nil
}
// LoadGuild retrieves a specific guild from database
func (dgm *DatabaseGuildManager) LoadGuild(ctx context.Context, guildID int32) (*GuildData, error) {
query := "SELECT `id`, `name`, `motd`, `level`, `xp`, `xp_needed`, `formed_on` FROM `guilds` WHERE `id` = ?"
var guild GuildData
var motd *string
var formedOnTimestamp int64
err := dgm.db.QueryRowContext(ctx, query, guildID).Scan(
&guild.ID,
&guild.Name,
&motd,
&guild.Level,
&guild.EXPCurrent,
&guild.EXPToNextLevel,
&formedOnTimestamp,
)
if err != nil {
return nil, fmt.Errorf("failed to load guild %d: %w", guildID, err)
}
// Handle nullable MOTD field
if motd != nil {
guild.MOTD = *motd
}
// Convert timestamp to time
guild.FormedDate = time.Unix(formedOnTimestamp, 0)
return &guild, nil
}
// LoadGuildMembers retrieves all members for a guild
func (dgm *DatabaseGuildManager) LoadGuildMembers(ctx context.Context, guildID int32) ([]GuildMemberData, error) {
query := `SELECT char_id, guild_id, account_id, recruiter_id, name, guild_status, points,
adventure_class, adventure_level, tradeskill_class, tradeskill_level, rank,
member_flags, zone, join_date, last_login_date, note, officer_note,
recruiter_description, recruiter_picture_data, recruiting_show_adventure_class
FROM guild_members WHERE guild_id = ?`
rows, err := dgm.db.QueryContext(ctx, query, guildID)
if err != nil {
return nil, fmt.Errorf("failed to query guild members for guild %d: %w", guildID, err)
}
defer rows.Close()
var members []GuildMemberData
for rows.Next() {
var member GuildMemberData
var joinDateTimestamp int64
var lastLoginTimestamp int64
var note, officerNote, recruiterDesc *string
var pictureData []byte
err := rows.Scan(
&member.CharacterID,
&member.GuildID,
&member.AccountID,
&member.RecruiterID,
&member.Name,
&member.GuildStatus,
&member.Points,
&member.AdventureClass,
&member.AdventureLevel,
&member.TradeskillClass,
&member.TradeskillLevel,
&member.Rank,
&member.MemberFlags,
&member.Zone,
&joinDateTimestamp,
&lastLoginTimestamp,
&note,
&officerNote,
&recruiterDesc,
&pictureData,
&member.RecruitingShowAdventureClass,
)
if err != nil {
return nil, fmt.Errorf("failed to scan guild member row: %w", err)
}
// Handle nullable fields
if note != nil {
member.Note = *note
}
if officerNote != nil {
member.OfficerNote = *officerNote
}
if recruiterDesc != nil {
member.RecruiterDescription = *recruiterDesc
}
member.RecruiterPictureData = pictureData
// Convert timestamps to time
member.JoinDate = time.Unix(joinDateTimestamp, 0)
member.LastLoginDate = time.Unix(lastLoginTimestamp, 0)
members = append(members, member)
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating guild member rows: %w", err)
}
return members, nil
}
// LoadGuildEvents retrieves events for a guild
func (dgm *DatabaseGuildManager) LoadGuildEvents(ctx context.Context, guildID int32) ([]GuildEventData, error) {
query := `SELECT event_id, guild_id, date, type, description, locked
FROM guild_events WHERE guild_id = ?
ORDER BY event_id DESC LIMIT ?`
rows, err := dgm.db.QueryContext(ctx, query, guildID, MaxEvents)
if err != nil {
return nil, fmt.Errorf("failed to query guild events for guild %d: %w", guildID, err)
}
defer rows.Close()
var events []GuildEventData
for rows.Next() {
var event GuildEventData
var dateTimestamp int64
err := rows.Scan(
&event.EventID,
&event.GuildID,
&dateTimestamp,
&event.Type,
&event.Description,
&event.Locked,
)
if err != nil {
return nil, fmt.Errorf("failed to scan guild event row: %w", err)
}
// Convert timestamp to time
event.Date = time.Unix(dateTimestamp, 0)
events = append(events, event)
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating guild event rows: %w", err)
}
return events, nil
}
// LoadGuildRanks retrieves custom rank names for a guild
func (dgm *DatabaseGuildManager) LoadGuildRanks(ctx context.Context, guildID int32) ([]GuildRankData, error) {
query := "SELECT guild_id, rank, name FROM guild_ranks WHERE guild_id = ?"
rows, err := dgm.db.QueryContext(ctx, query, guildID)
if err != nil {
return nil, fmt.Errorf("failed to query guild ranks for guild %d: %w", guildID, err)
}
defer rows.Close()
var ranks []GuildRankData
for rows.Next() {
var rank GuildRankData
err := rows.Scan(
&rank.GuildID,
&rank.Rank,
&rank.Name,
)
if err != nil {
return nil, fmt.Errorf("failed to scan guild rank row: %w", err)
}
ranks = append(ranks, rank)
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating guild rank rows: %w", err)
}
return ranks, nil
}
// LoadGuildPermissions retrieves permissions for a guild
func (dgm *DatabaseGuildManager) LoadGuildPermissions(ctx context.Context, guildID int32) ([]GuildPermissionData, error) {
query := "SELECT guild_id, rank, permission, value FROM guild_permissions WHERE guild_id = ?"
rows, err := dgm.db.QueryContext(ctx, query, guildID)
if err != nil {
return nil, fmt.Errorf("failed to query guild permissions for guild %d: %w", guildID, err)
}
defer rows.Close()
var permissions []GuildPermissionData
for rows.Next() {
var permission GuildPermissionData
err := rows.Scan(
&permission.GuildID,
&permission.Rank,
&permission.Permission,
&permission.Value,
)
if err != nil {
return nil, fmt.Errorf("failed to scan guild permission row: %w", err)
}
permissions = append(permissions, permission)
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating guild permission rows: %w", err)
}
return permissions, nil
}
// LoadGuildEventFilters retrieves event filters for a guild
func (dgm *DatabaseGuildManager) LoadGuildEventFilters(ctx context.Context, guildID int32) ([]GuildEventFilterData, error) {
query := "SELECT guild_id, event_id, category, value FROM guild_event_filters WHERE guild_id = ?"
rows, err := dgm.db.QueryContext(ctx, query, guildID)
if err != nil {
return nil, fmt.Errorf("failed to query guild event filters for guild %d: %w", guildID, err)
}
defer rows.Close()
var filters []GuildEventFilterData
for rows.Next() {
var filter GuildEventFilterData
err := rows.Scan(
&filter.GuildID,
&filter.EventID,
&filter.Category,
&filter.Value,
)
if err != nil {
return nil, fmt.Errorf("failed to scan guild event filter row: %w", err)
}
filters = append(filters, filter)
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating guild event filter rows: %w", err)
}
return filters, nil
}
// LoadGuildRecruiting retrieves recruiting settings for a guild
func (dgm *DatabaseGuildManager) LoadGuildRecruiting(ctx context.Context, guildID int32) ([]GuildRecruitingData, error) {
query := "SELECT guild_id, flag, value FROM guild_recruiting WHERE guild_id = ?"
rows, err := dgm.db.QueryContext(ctx, query, guildID)
if err != nil {
return nil, fmt.Errorf("failed to query guild recruiting for guild %d: %w", guildID, err)
}
defer rows.Close()
var recruiting []GuildRecruitingData
for rows.Next() {
var recruit GuildRecruitingData
err := rows.Scan(
&recruit.GuildID,
&recruit.Flag,
&recruit.Value,
)
if err != nil {
return nil, fmt.Errorf("failed to scan guild recruiting row: %w", err)
}
recruiting = append(recruiting, recruit)
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating guild recruiting rows: %w", err)
}
return recruiting, nil
}
// LoadPointHistory retrieves point history for a member
func (dgm *DatabaseGuildManager) LoadPointHistory(ctx context.Context, characterID int32) ([]PointHistoryData, error) {
query := `SELECT char_id, date, modified_by, comment, points
FROM guild_point_history WHERE char_id = ?
ORDER BY date DESC LIMIT ?`
rows, err := dgm.db.QueryContext(ctx, query, characterID, MaxPointHistory)
if err != nil {
return nil, fmt.Errorf("failed to query point history for character %d: %w", characterID, err)
}
defer rows.Close()
var history []PointHistoryData
for rows.Next() {
var entry PointHistoryData
var dateTimestamp int64
err := rows.Scan(
&entry.CharacterID,
&dateTimestamp,
&entry.ModifiedBy,
&entry.Comment,
&entry.Points,
)
if err != nil {
return nil, fmt.Errorf("failed to scan point history row: %w", err)
}
// Convert timestamp to time
entry.Date = time.Unix(dateTimestamp, 0)
history = append(history, entry)
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating point history rows: %w", err)
}
return history, nil
}
// SaveGuild saves guild basic data
func (dgm *DatabaseGuildManager) SaveGuild(ctx context.Context, guild *Guild) error {
query := `INSERT OR REPLACE INTO guilds
(id, name, motd, level, xp, xp_needed, formed_on)
VALUES (?, ?, ?, ?, ?, ?, ?)`
guildInfo := guild.GetGuildInfo()
formedTimestamp := guild.GetFormedDate().Unix()
_, err := dgm.db.ExecContext(ctx, query,
guild.GetID(),
guild.GetName(),
guild.GetMOTD(),
guild.GetLevel(),
guild.GetEXPCurrent(),
guild.GetEXPToNextLevel(),
formedTimestamp,
)
if err != nil {
return fmt.Errorf("failed to save guild %d: %w", guild.GetID(), err)
}
return nil
}
// SaveGuildMembers saves all guild members
func (dgm *DatabaseGuildManager) SaveGuildMembers(ctx context.Context, guildID int32, members []*GuildMember) error {
if len(members) == 0 {
return nil
}
// Use a transaction for atomic updates
tx, err := dgm.db.BeginTx(ctx, nil)
if err != nil {
return fmt.Errorf("failed to begin transaction: %w", err)
}
defer tx.Rollback()
// Delete existing members for this guild
_, err = tx.ExecContext(ctx, "DELETE FROM guild_members WHERE guild_id = ?", guildID)
if err != nil {
return fmt.Errorf("failed to delete existing guild members: %w", err)
}
// Insert all members
insertQuery := `INSERT INTO guild_members
(char_id, guild_id, account_id, recruiter_id, name, guild_status, points,
adventure_class, adventure_level, tradeskill_class, tradeskill_level, rank,
member_flags, zone, join_date, last_login_date, note, officer_note,
recruiter_description, recruiter_picture_data, recruiting_show_adventure_class)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)`
for _, member := range members {
joinTimestamp := member.GetJoinDate().Unix()
lastLoginTimestamp := member.GetLastLoginDate().Unix()
_, err = tx.ExecContext(ctx, insertQuery,
member.GetCharacterID(),
guildID,
member.AccountID,
member.GetRecruiterID(),
member.GetName(),
member.GuildStatus,
member.GetPoints(),
member.GetAdventureClass(),
member.GetAdventureLevel(),
member.GetTradeskillClass(),
member.GetTradeskillLevel(),
member.GetRank(),
member.GetMemberFlags(),
member.GetZone(),
joinTimestamp,
lastLoginTimestamp,
member.GetNote(),
member.GetOfficerNote(),
member.GetRecruiterDescription(),
member.GetRecruiterPictureData(),
member.RecruitingShowAdventureClass,
)
if err != nil {
return fmt.Errorf("failed to insert guild member %d: %w", member.GetCharacterID(), err)
}
}
if err := tx.Commit(); err != nil {
return fmt.Errorf("failed to commit transaction: %w", err)
}
return nil
}
// SaveGuildEvents saves guild events
func (dgm *DatabaseGuildManager) SaveGuildEvents(ctx context.Context, guildID int32, events []GuildEvent) error {
if len(events) == 0 {
return nil
}
query := `INSERT OR REPLACE INTO guild_events
(event_id, guild_id, date, type, description, locked)
VALUES (?, ?, ?, ?, ?, ?)`
for _, event := range events {
if !event.SaveNeeded {
continue
}
dateTimestamp := event.Date.Unix()
_, err := dgm.db.ExecContext(ctx, query,
event.EventID,
guildID,
dateTimestamp,
event.Type,
event.Description,
event.Locked,
)
if err != nil {
return fmt.Errorf("failed to save guild event %d: %w", event.EventID, err)
}
}
return nil
}
// SaveGuildRanks saves guild rank names
func (dgm *DatabaseGuildManager) SaveGuildRanks(ctx context.Context, guildID int32, ranks map[int8]string) error {
// Use a transaction for atomic updates
tx, err := dgm.db.BeginTx(ctx, nil)
if err != nil {
return fmt.Errorf("failed to begin transaction: %w", err)
}
defer tx.Rollback()
// Delete existing ranks for this guild
_, err = tx.ExecContext(ctx, "DELETE FROM guild_ranks WHERE guild_id = ?", guildID)
if err != nil {
return fmt.Errorf("failed to delete existing guild ranks: %w", err)
}
// Insert all ranks
insertQuery := "INSERT INTO guild_ranks (guild_id, rank, name) VALUES (?, ?, ?)"
for rank, name := range ranks {
// Only save non-default rank names
if defaultName, exists := DefaultRankNames[rank]; !exists || name != defaultName {
_, err = tx.ExecContext(ctx, insertQuery, guildID, rank, name)
if err != nil {
return fmt.Errorf("failed to insert guild rank %d: %w", rank, err)
}
}
}
if err := tx.Commit(); err != nil {
return fmt.Errorf("failed to commit transaction: %w", err)
}
return nil
}
// SaveGuildPermissions saves guild permissions
func (dgm *DatabaseGuildManager) SaveGuildPermissions(ctx context.Context, guildID int32, permissions map[int8]map[int8]int8) error {
// Use a transaction for atomic updates
tx, err := dgm.db.BeginTx(ctx, nil)
if err != nil {
return fmt.Errorf("failed to begin transaction: %w", err)
}
defer tx.Rollback()
// Delete existing permissions for this guild
_, err = tx.ExecContext(ctx, "DELETE FROM guild_permissions WHERE guild_id = ?", guildID)
if err != nil {
return fmt.Errorf("failed to delete existing guild permissions: %w", err)
}
// Insert all permissions
insertQuery := "INSERT INTO guild_permissions (guild_id, rank, permission, value) VALUES (?, ?, ?, ?)"
for rank, rankPermissions := range permissions {
for permission, value := range rankPermissions {
_, err = tx.ExecContext(ctx, insertQuery, guildID, rank, permission, value)
if err != nil {
return fmt.Errorf("failed to insert guild permission %d/%d: %w", rank, permission, err)
}
}
}
if err := tx.Commit(); err != nil {
return fmt.Errorf("failed to commit transaction: %w", err)
}
return nil
}
// SaveGuildEventFilters saves guild event filters
func (dgm *DatabaseGuildManager) SaveGuildEventFilters(ctx context.Context, guildID int32, filters map[int8]map[int8]int8) error {
// Use a transaction for atomic updates
tx, err := dgm.db.BeginTx(ctx, nil)
if err != nil {
return fmt.Errorf("failed to begin transaction: %w", err)
}
defer tx.Rollback()
// Delete existing filters for this guild
_, err = tx.ExecContext(ctx, "DELETE FROM guild_event_filters WHERE guild_id = ?", guildID)
if err != nil {
return fmt.Errorf("failed to delete existing guild event filters: %w", err)
}
// Insert all filters
insertQuery := "INSERT INTO guild_event_filters (guild_id, event_id, category, value) VALUES (?, ?, ?, ?)"
for eventID, eventFilters := range filters {
for category, value := range eventFilters {
_, err = tx.ExecContext(ctx, insertQuery, guildID, eventID, category, value)
if err != nil {
return fmt.Errorf("failed to insert guild event filter %d/%d: %w", eventID, category, err)
}
}
}
if err := tx.Commit(); err != nil {
return fmt.Errorf("failed to commit transaction: %w", err)
}
return nil
}
// SaveGuildRecruiting saves guild recruiting settings
func (dgm *DatabaseGuildManager) SaveGuildRecruiting(ctx context.Context, guildID int32, flags, descTags map[int8]int8) error {
// Use a transaction for atomic updates
tx, err := dgm.db.BeginTx(ctx, nil)
if err != nil {
return fmt.Errorf("failed to begin transaction: %w", err)
}
defer tx.Rollback()
// Delete existing recruiting settings for this guild
_, err = tx.ExecContext(ctx, "DELETE FROM guild_recruiting WHERE guild_id = ?", guildID)
if err != nil {
return fmt.Errorf("failed to delete existing guild recruiting: %w", err)
}
// Insert recruiting flags
insertQuery := "INSERT INTO guild_recruiting (guild_id, flag, value) VALUES (?, ?, ?)"
for flag, value := range flags {
_, err = tx.ExecContext(ctx, insertQuery, guildID, flag, value)
if err != nil {
return fmt.Errorf("failed to insert guild recruiting flag %d: %w", flag, err)
}
}
// Insert description tags (with negative flag values to distinguish)
for tag, value := range descTags {
_, err = tx.ExecContext(ctx, insertQuery, guildID, -tag-1, value) // Negative to distinguish from flags
if err != nil {
return fmt.Errorf("failed to insert guild recruiting desc tag %d: %w", tag, err)
}
}
if err := tx.Commit(); err != nil {
return fmt.Errorf("failed to commit transaction: %w", err)
}
return nil
}
// SavePointHistory saves point history for a member
func (dgm *DatabaseGuildManager) SavePointHistory(ctx context.Context, characterID int32, history []PointHistory) error {
if len(history) == 0 {
return nil
}
// Use a transaction for atomic updates
tx, err := dgm.db.BeginTx(ctx, nil)
if err != nil {
return fmt.Errorf("failed to begin transaction: %w", err)
}
defer tx.Rollback()
// Delete existing history for this character
_, err = tx.ExecContext(ctx, "DELETE FROM guild_point_history WHERE char_id = ?", characterID)
if err != nil {
return fmt.Errorf("failed to delete existing point history: %w", err)
}
// Insert all history entries
insertQuery := "INSERT INTO guild_point_history (char_id, date, modified_by, comment, points) VALUES (?, ?, ?, ?, ?)"
for _, entry := range history {
dateTimestamp := entry.Date.Unix()
_, err = tx.ExecContext(ctx, insertQuery,
characterID,
dateTimestamp,
entry.ModifiedBy,
entry.Comment,
entry.Points,
)
if err != nil {
return fmt.Errorf("failed to insert point history entry: %w", err)
}
}
if err := tx.Commit(); err != nil {
return fmt.Errorf("failed to commit transaction: %w", err)
}
return nil
}
// GetGuildIDByCharacterID returns guild ID for a character
func (dgm *DatabaseGuildManager) GetGuildIDByCharacterID(ctx context.Context, characterID int32) (int32, error) {
query := "SELECT guild_id FROM guild_members WHERE char_id = ?"
var guildID int32
err := dgm.db.QueryRowContext(ctx, query, characterID).Scan(&guildID)
if err != nil {
return 0, fmt.Errorf("failed to get guild ID for character %d: %w", characterID, err)
}
return guildID, nil
}
// CreateGuild creates a new guild
func (dgm *DatabaseGuildManager) CreateGuild(ctx context.Context, guildData GuildData) (int32, error) {
query := `INSERT INTO guilds (name, motd, level, xp, xp_needed, formed_on)
VALUES (?, ?, ?, ?, ?, ?)`
formedTimestamp := guildData.FormedDate.Unix()
result, err := dgm.db.ExecContext(ctx, query,
guildData.Name,
guildData.MOTD,
guildData.Level,
guildData.EXPCurrent,
guildData.EXPToNextLevel,
formedTimestamp,
)
if err != nil {
return 0, fmt.Errorf("failed to create guild: %w", err)
}
id, err := result.LastInsertId()
if err != nil {
return 0, fmt.Errorf("failed to get new guild ID: %w", err)
}
return int32(id), nil
}
// DeleteGuild removes a guild and all related data
func (dgm *DatabaseGuildManager) DeleteGuild(ctx context.Context, guildID int32) error {
// Use a transaction for atomic deletion
tx, err := dgm.db.BeginTx(ctx, nil)
if err != nil {
return fmt.Errorf("failed to begin transaction: %w", err)
}
defer tx.Rollback()
// Delete related data first (foreign key constraints)
tables := []string{
"guild_point_history",
"guild_members",
"guild_events",
"guild_ranks",
"guild_permissions",
"guild_event_filters",
"guild_recruiting",
}
for _, table := range tables {
var query string
if table == "guild_point_history" {
// Special case: need to join with guild_members to get char_ids
query = fmt.Sprintf("DELETE ph FROM %s ph JOIN guild_members gm ON ph.char_id = gm.char_id WHERE gm.guild_id = ?", table)
} else {
query = fmt.Sprintf("DELETE FROM %s WHERE guild_id = ?", table)
}
_, err = tx.ExecContext(ctx, query, guildID)
if err != nil {
return fmt.Errorf("failed to delete from %s: %w", table, err)
}
}
// Finally delete the guild itself
_, err = tx.ExecContext(ctx, "DELETE FROM guilds WHERE id = ?", guildID)
if err != nil {
return fmt.Errorf("failed to delete guild: %w", err)
}
if err := tx.Commit(); err != nil {
return fmt.Errorf("failed to commit transaction: %w", err)
}
return nil
}
// GetNextGuildID returns the next available guild ID
func (dgm *DatabaseGuildManager) GetNextGuildID(ctx context.Context) (int32, error) {
query := "SELECT COALESCE(MAX(id), 0) + 1 FROM guilds"
var nextID int32
err := dgm.db.QueryRowContext(ctx, query).Scan(&nextID)
if err != nil {
return 0, fmt.Errorf("failed to get next guild ID: %w", err)
}
return nextID, nil
}
// GetNextEventID returns the next available event ID for a guild
func (dgm *DatabaseGuildManager) GetNextEventID(ctx context.Context, guildID int32) (int64, error) {
query := "SELECT COALESCE(MAX(event_id), 0) + 1 FROM guild_events WHERE guild_id = ?"
var nextID int64
err := dgm.db.QueryRowContext(ctx, query, guildID).Scan(&nextID)
if err != nil {
return 0, fmt.Errorf("failed to get next event ID for guild %d: %w", guildID, err)
}
return nextID, nil
}
// EnsureGuildTables creates the guild tables if they don't exist
func (dgm *DatabaseGuildManager) EnsureGuildTables(ctx context.Context) error {
queries := []string{
`CREATE TABLE IF NOT EXISTS guilds (
id INTEGER PRIMARY KEY AUTOINCREMENT,
name TEXT NOT NULL UNIQUE,
motd TEXT,
level INTEGER NOT NULL DEFAULT 1,
xp INTEGER NOT NULL DEFAULT 111,
xp_needed INTEGER NOT NULL DEFAULT 2521,
formed_on INTEGER NOT NULL,
created_at DATETIME DEFAULT CURRENT_TIMESTAMP,
updated_at DATETIME DEFAULT CURRENT_TIMESTAMP
)`,
`CREATE TABLE IF NOT EXISTS guild_members (
char_id INTEGER NOT NULL,
guild_id INTEGER NOT NULL,
account_id INTEGER NOT NULL DEFAULT 0,
recruiter_id INTEGER NOT NULL DEFAULT 0,
name TEXT NOT NULL,
guild_status INTEGER NOT NULL DEFAULT 0,
points REAL NOT NULL DEFAULT 0.0,
adventure_class INTEGER NOT NULL DEFAULT 0,
adventure_level INTEGER NOT NULL DEFAULT 1,
tradeskill_class INTEGER NOT NULL DEFAULT 0,
tradeskill_level INTEGER NOT NULL DEFAULT 1,
rank INTEGER NOT NULL DEFAULT 7,
member_flags INTEGER NOT NULL DEFAULT 0,
zone TEXT NOT NULL DEFAULT '',
join_date INTEGER NOT NULL,
last_login_date INTEGER NOT NULL,
note TEXT NOT NULL DEFAULT '',
officer_note TEXT NOT NULL DEFAULT '',
recruiter_description TEXT NOT NULL DEFAULT '',
recruiter_picture_data BLOB,
recruiting_show_adventure_class INTEGER NOT NULL DEFAULT 1,
PRIMARY KEY (char_id),
FOREIGN KEY (guild_id) REFERENCES guilds(id) ON DELETE CASCADE
)`,
`CREATE TABLE IF NOT EXISTS guild_events (
event_id INTEGER NOT NULL,
guild_id INTEGER NOT NULL,
date INTEGER NOT NULL,
type INTEGER NOT NULL,
description TEXT NOT NULL,
locked INTEGER NOT NULL DEFAULT 0,
PRIMARY KEY (event_id, guild_id),
FOREIGN KEY (guild_id) REFERENCES guilds(id) ON DELETE CASCADE
)`,
`CREATE TABLE IF NOT EXISTS guild_ranks (
guild_id INTEGER NOT NULL,
rank INTEGER NOT NULL,
name TEXT NOT NULL,
PRIMARY KEY (guild_id, rank),
FOREIGN KEY (guild_id) REFERENCES guilds(id) ON DELETE CASCADE
)`,
`CREATE TABLE IF NOT EXISTS guild_permissions (
guild_id INTEGER NOT NULL,
rank INTEGER NOT NULL,
permission INTEGER NOT NULL,
value INTEGER NOT NULL,
PRIMARY KEY (guild_id, rank, permission),
FOREIGN KEY (guild_id) REFERENCES guilds(id) ON DELETE CASCADE
)`,
`CREATE TABLE IF NOT EXISTS guild_event_filters (
guild_id INTEGER NOT NULL,
event_id INTEGER NOT NULL,
category INTEGER NOT NULL,
value INTEGER NOT NULL,
PRIMARY KEY (guild_id, event_id, category),
FOREIGN KEY (guild_id) REFERENCES guilds(id) ON DELETE CASCADE
)`,
`CREATE TABLE IF NOT EXISTS guild_recruiting (
guild_id INTEGER NOT NULL,
flag INTEGER NOT NULL,
value INTEGER NOT NULL,
PRIMARY KEY (guild_id, flag),
FOREIGN KEY (guild_id) REFERENCES guilds(id) ON DELETE CASCADE
)`,
`CREATE TABLE IF NOT EXISTS guild_point_history (
char_id INTEGER NOT NULL,
date INTEGER NOT NULL,
modified_by TEXT NOT NULL,
comment TEXT NOT NULL,
points REAL NOT NULL,
PRIMARY KEY (char_id, date),
FOREIGN KEY (char_id) REFERENCES guild_members(char_id) ON DELETE CASCADE
)`,
}
for i, query := range queries {
_, err := dgm.db.ExecContext(ctx, query)
if err != nil {
return fmt.Errorf("failed to create guild table %d: %w", i+1, err)
}
}
// Create indexes for better performance
indexes := []string{
`CREATE INDEX IF NOT EXISTS idx_guild_members_guild_id ON guild_members(guild_id)`,
`CREATE INDEX IF NOT EXISTS idx_guild_members_char_id ON guild_members(char_id)`,
`CREATE INDEX IF NOT EXISTS idx_guild_events_guild_id ON guild_events(guild_id)`,
`CREATE INDEX IF NOT EXISTS idx_guild_events_date ON guild_events(date)`,
`CREATE INDEX IF NOT EXISTS idx_guild_point_history_char_id ON guild_point_history(char_id)`,
`CREATE INDEX IF NOT EXISTS idx_guilds_name ON guilds(name)`,
`CREATE INDEX IF NOT EXISTS idx_guild_members_rank ON guild_members(rank)`,
`CREATE INDEX IF NOT EXISTS idx_guild_members_last_login ON guild_members(last_login_date)`,
}
for i, query := range indexes {
_, err := dgm.db.ExecContext(ctx, query)
if err != nil {
return fmt.Errorf("failed to create guild index %d: %w", i+1, err)
}
}
return nil
}

811
internal/guilds/guild.go Normal file
View File

@ -0,0 +1,811 @@
package guilds
import (
"fmt"
"strings"
"time"
)
// NewGuild creates a new guild instance
func NewGuild() *Guild {
guild := &Guild{
members: make(map[int32]*GuildMember),
guildEvents: make([]GuildEvent, 0),
permissions: make(map[int8]map[int8]int8),
eventFilters: make(map[int8]map[int8]int8),
recruitingFlags: make(map[int8]int8),
recruitingDescTags: make(map[int8]int8),
ranks: make(map[int8]string),
level: 1,
expCurrent: 111,
expToNextLevel: 2521,
recruitingMinLevel: 1,
recruitingPlayStyle: RecruitingPlayStyleNone,
nextEventID: 1,
lastModified: time.Now(),
}
// Initialize default recruiting flags
guild.recruitingFlags[RecruitingFlagTraining] = 0
guild.recruitingFlags[RecruitingFlagFighters] = 0
guild.recruitingFlags[RecruitingFlagPriests] = 0
guild.recruitingFlags[RecruitingFlagScouts] = 0
guild.recruitingFlags[RecruitingFlagMages] = 0
guild.recruitingFlags[RecruitingFlagTradeskillers] = 0
// Initialize default description tags
guild.recruitingDescTags[0] = RecruitingDescTagNone
guild.recruitingDescTags[1] = RecruitingDescTagNone
guild.recruitingDescTags[2] = RecruitingDescTagNone
guild.recruitingDescTags[3] = RecruitingDescTagNone
// Initialize default bank names
guild.banks[0].Name = "Bank 1"
guild.banks[1].Name = "Bank 2"
guild.banks[2].Name = "Bank 3"
guild.banks[3].Name = "Bank 4"
// Initialize default rank names
for rank, name := range DefaultRankNames {
guild.ranks[rank] = name
}
return guild
}
// SetID sets the guild ID
func (g *Guild) SetID(id int32) {
g.mu.Lock()
defer g.mu.Unlock()
g.id = id
}
// SetName sets the guild name
func (g *Guild) SetName(name string, sendPacket bool) {
g.mu.Lock()
defer g.mu.Unlock()
if len(name) > MaxGuildNameLength {
name = name[:MaxGuildNameLength]
}
g.name = name
g.lastModified = time.Now()
if sendPacket {
g.saveNeeded = true
}
}
// SetLevel sets the guild level
func (g *Guild) SetLevel(level int8, sendPacket bool) {
g.mu.Lock()
defer g.mu.Unlock()
if level > MaxGuildLevel {
level = MaxGuildLevel
}
if level < 1 {
level = 1
}
g.level = level
g.lastModified = time.Now()
if sendPacket {
g.saveNeeded = true
}
}
// SetFormedDate sets the guild formation date
func (g *Guild) SetFormedDate(formedDate time.Time) {
g.mu.Lock()
defer g.mu.Unlock()
g.formedDate = formedDate
}
// SetMOTD sets the guild message of the day
func (g *Guild) SetMOTD(motd string, sendPacket bool) {
g.mu.Lock()
defer g.mu.Unlock()
if len(motd) > MaxMOTDLength {
motd = motd[:MaxMOTDLength]
}
g.motd = motd
g.lastModified = time.Now()
if sendPacket {
g.saveNeeded = true
}
}
// GetID returns the guild ID
func (g *Guild) GetID() int32 {
g.mu.RLock()
defer g.mu.RUnlock()
return g.id
}
// GetName returns the guild name
func (g *Guild) GetName() string {
g.mu.RLock()
defer g.mu.RUnlock()
return g.name
}
// GetLevel returns the guild level
func (g *Guild) GetLevel() int8 {
g.mu.RLock()
defer g.mu.RUnlock()
return g.level
}
// GetFormedDate returns the guild formation date
func (g *Guild) GetFormedDate() time.Time {
g.mu.RLock()
defer g.mu.RUnlock()
return g.formedDate
}
// GetMOTD returns the guild message of the day
func (g *Guild) GetMOTD() string {
g.mu.RLock()
defer g.mu.RUnlock()
return g.motd
}
// SetEXPCurrent sets the current guild experience
func (g *Guild) SetEXPCurrent(exp int64, sendPacket bool) {
g.mu.Lock()
defer g.mu.Unlock()
g.expCurrent = exp
g.lastModified = time.Now()
if sendPacket {
g.saveNeeded = true
}
}
// AddEXPCurrent adds experience to the guild
func (g *Guild) AddEXPCurrent(exp int64, sendPacket bool) {
g.mu.Lock()
defer g.mu.Unlock()
g.expCurrent += exp
g.lastModified = time.Now()
if sendPacket {
g.saveNeeded = true
}
}
// GetEXPCurrent returns the current guild experience
func (g *Guild) GetEXPCurrent() int64 {
g.mu.RLock()
defer g.mu.RUnlock()
return g.expCurrent
}
// SetEXPToNextLevel sets the experience needed for next level
func (g *Guild) SetEXPToNextLevel(exp int64, sendPacket bool) {
g.mu.Lock()
defer g.mu.Unlock()
g.expToNextLevel = exp
g.lastModified = time.Now()
if sendPacket {
g.saveNeeded = true
}
}
// GetEXPToNextLevel returns the experience needed for next level
func (g *Guild) GetEXPToNextLevel() int64 {
g.mu.RLock()
defer g.mu.RUnlock()
return g.expToNextLevel
}
// SetRecruitingShortDesc sets the short recruiting description
func (g *Guild) SetRecruitingShortDesc(desc string, sendPacket bool) {
g.mu.Lock()
defer g.mu.Unlock()
g.recruitingShortDesc = desc
g.lastModified = time.Now()
if sendPacket {
g.recruitingSaveNeeded = true
}
}
// GetRecruitingShortDesc returns the short recruiting description
func (g *Guild) GetRecruitingShortDesc() string {
g.mu.RLock()
defer g.mu.RUnlock()
return g.recruitingShortDesc
}
// SetRecruitingFullDesc sets the full recruiting description
func (g *Guild) SetRecruitingFullDesc(desc string, sendPacket bool) {
g.mu.Lock()
defer g.mu.Unlock()
if len(desc) > MaxRecruitingDescLength {
desc = desc[:MaxRecruitingDescLength]
}
g.recruitingFullDesc = desc
g.lastModified = time.Now()
if sendPacket {
g.recruitingSaveNeeded = true
}
}
// GetRecruitingFullDesc returns the full recruiting description
func (g *Guild) GetRecruitingFullDesc() string {
g.mu.RLock()
defer g.mu.RUnlock()
return g.recruitingFullDesc
}
// SetRecruitingMinLevel sets the minimum level for recruiting
func (g *Guild) SetRecruitingMinLevel(level int8, sendPacket bool) {
g.mu.Lock()
defer g.mu.Unlock()
g.recruitingMinLevel = level
g.lastModified = time.Now()
if sendPacket {
g.recruitingSaveNeeded = true
}
}
// GetRecruitingMinLevel returns the minimum level for recruiting
func (g *Guild) GetRecruitingMinLevel() int8 {
g.mu.RLock()
defer g.mu.RUnlock()
return g.recruitingMinLevel
}
// SetRecruitingPlayStyle sets the recruiting play style
func (g *Guild) SetRecruitingPlayStyle(playStyle int8, sendPacket bool) {
g.mu.Lock()
defer g.mu.Unlock()
g.recruitingPlayStyle = playStyle
g.lastModified = time.Now()
if sendPacket {
g.recruitingSaveNeeded = true
}
}
// GetRecruitingPlayStyle returns the recruiting play style
func (g *Guild) GetRecruitingPlayStyle() int8 {
g.mu.RLock()
defer g.mu.RUnlock()
return g.recruitingPlayStyle
}
// SetRecruitingDescTag sets a recruiting description tag
func (g *Guild) SetRecruitingDescTag(index, tag int8, sendPacket bool) bool {
g.mu.Lock()
defer g.mu.Unlock()
if index < 0 || index > 3 {
return false
}
g.recruitingDescTags[index] = tag
g.lastModified = time.Now()
if sendPacket {
g.recruitingSaveNeeded = true
}
return true
}
// GetRecruitingDescTag returns a recruiting description tag
func (g *Guild) GetRecruitingDescTag(index int8) int8 {
g.mu.RLock()
defer g.mu.RUnlock()
if tag, exists := g.recruitingDescTags[index]; exists {
return tag
}
return RecruitingDescTagNone
}
// SetPermission sets a guild permission for a rank
func (g *Guild) SetPermission(rank, permission, value int8, sendPacket, saveNeeded bool) bool {
g.mu.Lock()
defer g.mu.Unlock()
if rank < RankLeader || rank > RankRecruit {
return false
}
if g.permissions[rank] == nil {
g.permissions[rank] = make(map[int8]int8)
}
g.permissions[rank][permission] = value
g.lastModified = time.Now()
if saveNeeded {
g.ranksSaveNeeded = true
}
return true
}
// GetPermission returns a guild permission for a rank
func (g *Guild) GetPermission(rank, permission int8) int8 {
g.mu.RLock()
defer g.mu.RUnlock()
if rankPerms, exists := g.permissions[rank]; exists {
if value, exists := rankPerms[permission]; exists {
return value
}
}
// Return default permission based on rank
return g.getDefaultPermission(rank, permission)
}
// SetEventFilter sets an event filter
func (g *Guild) SetEventFilter(eventID, category, value int8, sendPacket, saveNeeded bool) bool {
g.mu.Lock()
defer g.mu.Unlock()
if g.eventFilters[eventID] == nil {
g.eventFilters[eventID] = make(map[int8]int8)
}
g.eventFilters[eventID][category] = value
g.lastModified = time.Now()
if saveNeeded {
g.eventFiltersSaveNeeded = true
}
return true
}
// GetEventFilter returns an event filter
func (g *Guild) GetEventFilter(eventID, category int8) int8 {
g.mu.RLock()
defer g.mu.RUnlock()
if eventFilters, exists := g.eventFilters[eventID]; exists {
if value, exists := eventFilters[category]; exists {
return value
}
}
return 1 // Default to enabled
}
// GetNumUniqueAccounts returns the number of unique accounts in the guild
func (g *Guild) GetNumUniqueAccounts() int32 {
g.mu.RLock()
defer g.mu.RUnlock()
accounts := make(map[int32]bool)
for _, member := range g.members {
accounts[member.AccountID] = true
}
return int32(len(accounts))
}
// GetNumRecruiters returns the number of recruiters in the guild
func (g *Guild) GetNumRecruiters() int32 {
g.mu.RLock()
defer g.mu.RUnlock()
count := int32(0)
for _, member := range g.members {
if member.MemberFlags&MemberFlagRecruitingForGuild != 0 {
count++
}
}
return count
}
// GetNextRecruiterID returns the next available recruiter ID
func (g *Guild) GetNextRecruiterID() int32 {
g.mu.RLock()
defer g.mu.RUnlock()
maxID := int32(0)
for _, member := range g.members {
if member.RecruiterID > maxID {
maxID = member.RecruiterID
}
}
return maxID + 1
}
// GetNextEventID returns the next available event ID
func (g *Guild) GetNextEventID() int64 {
g.mu.Lock()
defer g.mu.Unlock()
eventID := g.nextEventID
g.nextEventID++
return eventID
}
// GetGuildMember returns a guild member by character ID
func (g *Guild) GetGuildMember(characterID int32) *GuildMember {
g.mu.RLock()
defer g.mu.RUnlock()
return g.members[characterID]
}
// GetGuildMemberByName returns a guild member by name
func (g *Guild) GetGuildMemberByName(playerName string) *GuildMember {
g.mu.RLock()
defer g.mu.RUnlock()
for _, member := range g.members {
if strings.EqualFold(member.Name, playerName) {
return member
}
}
return nil
}
// GetGuildRecruiters returns all guild recruiters
func (g *Guild) GetGuildRecruiters() []*GuildMember {
g.mu.RLock()
defer g.mu.RUnlock()
var recruiters []*GuildMember
for _, member := range g.members {
if member.MemberFlags&MemberFlagRecruitingForGuild != 0 {
recruiters = append(recruiters, member)
}
}
return recruiters
}
// GetGuildEvent returns a guild event by ID
func (g *Guild) GetGuildEvent(eventID int64) *GuildEvent {
g.mu.RLock()
defer g.mu.RUnlock()
for i := range g.guildEvents {
if g.guildEvents[i].EventID == eventID {
return &g.guildEvents[i]
}
}
return nil
}
// SetRankName sets a custom rank name
func (g *Guild) SetRankName(rank int8, name string, sendPacket bool) bool {
g.mu.Lock()
defer g.mu.Unlock()
if rank < RankLeader || rank > RankRecruit {
return false
}
g.ranks[rank] = name
g.lastModified = time.Now()
if sendPacket {
g.ranksSaveNeeded = true
}
return true
}
// GetRankName returns the name for a rank
func (g *Guild) GetRankName(rank int8) string {
g.mu.RLock()
defer g.mu.RUnlock()
if name, exists := g.ranks[rank]; exists {
return name
}
// Return default rank name
if defaultName, exists := DefaultRankNames[rank]; exists {
return defaultName
}
return "Unknown"
}
// SetRecruitingFlag sets a recruiting flag
func (g *Guild) SetRecruitingFlag(flag, value int8, sendPacket bool) bool {
g.mu.Lock()
defer g.mu.Unlock()
if flag < RecruitingFlagTraining || flag > RecruitingFlagTradeskillers {
return false
}
g.recruitingFlags[flag] = value
g.lastModified = time.Now()
if sendPacket {
g.recruitingSaveNeeded = true
}
return true
}
// GetRecruitingFlag returns a recruiting flag
func (g *Guild) GetRecruitingFlag(flag int8) int8 {
g.mu.RLock()
defer g.mu.RUnlock()
if value, exists := g.recruitingFlags[flag]; exists {
return value
}
return 0
}
// AddNewGuildMember adds a new member to the guild
func (g *Guild) AddNewGuildMember(characterID int32, invitedBy string, joinDate time.Time, rank int8) bool {
g.mu.Lock()
defer g.mu.Unlock()
// Check if member already exists
if _, exists := g.members[characterID]; exists {
return false
}
member := &GuildMember{
CharacterID: characterID,
Rank: rank,
JoinDate: joinDate,
PointHistory: make([]PointHistory, 0),
}
g.members[characterID] = member
g.memberSaveNeeded = true
g.lastModified = time.Now()
// Add guild event
g.addNewGuildEventNoLock(EventMemberJoins, fmt.Sprintf("%s has joined the guild", member.Name), time.Now(), true)
return true
}
// RemoveGuildMember removes a member from the guild
func (g *Guild) RemoveGuildMember(characterID int32, sendPacket bool) {
g.mu.Lock()
defer g.mu.Unlock()
if member, exists := g.members[characterID]; exists {
// Add guild event
g.addNewGuildEventNoLock(EventMemberLeaves, fmt.Sprintf("%s has left the guild", member.Name), time.Now(), sendPacket)
delete(g.members, characterID)
g.memberSaveNeeded = true
g.lastModified = time.Now()
}
}
// PromoteGuildMember promotes a guild member
func (g *Guild) PromoteGuildMember(characterID int32, promoterName string, sendPacket bool) bool {
g.mu.Lock()
defer g.mu.Unlock()
member, exists := g.members[characterID]
if !exists || member.Rank <= RankLeader {
return false
}
oldRank := member.Rank
member.Rank--
g.memberSaveNeeded = true
g.lastModified = time.Now()
// Add guild event
g.addNewGuildEventNoLock(EventMemberPromoted,
fmt.Sprintf("%s has been promoted from %s to %s by %s",
member.Name, g.getRankNameNoLock(oldRank), g.getRankNameNoLock(member.Rank), promoterName),
time.Now(), sendPacket)
return true
}
// DemoteGuildMember demotes a guild member
func (g *Guild) DemoteGuildMember(characterID int32, demoterName string, sendPacket bool) bool {
g.mu.Lock()
defer g.mu.Unlock()
member, exists := g.members[characterID]
if !exists || member.Rank >= RankRecruit {
return false
}
oldRank := member.Rank
member.Rank++
g.memberSaveNeeded = true
g.lastModified = time.Now()
// Add guild event
g.addNewGuildEventNoLock(EventMemberDemoted,
fmt.Sprintf("%s has been demoted from %s to %s by %s",
member.Name, g.getRankNameNoLock(oldRank), g.getRankNameNoLock(member.Rank), demoterName),
time.Now(), sendPacket)
return true
}
// AddPointsToGuildMember adds points to a specific guild member
func (g *Guild) AddPointsToGuildMember(characterID int32, points float64, modifiedBy, comment string, sendPacket bool) bool {
g.mu.Lock()
defer g.mu.Unlock()
member, exists := g.members[characterID]
if !exists {
return false
}
member.Points += points
// Add to point history
if len(member.PointHistory) >= MaxPointHistory {
// Remove oldest entry
member.PointHistory = member.PointHistory[1:]
}
member.PointHistory = append(member.PointHistory, PointHistory{
Date: time.Now(),
ModifiedBy: modifiedBy,
Comment: comment,
Points: points,
SaveNeeded: true,
})
g.pointsHistorySaveNeeded = true
g.lastModified = time.Now()
return true
}
// AddNewGuildEvent adds a new event to the guild
func (g *Guild) AddNewGuildEvent(eventType int32, description string, date time.Time, sendPacket bool) {
g.mu.Lock()
defer g.mu.Unlock()
g.addNewGuildEventNoLock(eventType, description, date, sendPacket)
}
// addNewGuildEventNoLock is the internal implementation without locking
func (g *Guild) addNewGuildEventNoLock(eventType int32, description string, date time.Time, sendPacket bool) {
event := GuildEvent{
EventID: g.nextEventID,
Date: date,
Type: eventType,
Description: description,
Locked: 0,
SaveNeeded: true,
}
g.nextEventID++
// Add to front of events list (newest first)
g.guildEvents = append([]GuildEvent{event}, g.guildEvents...)
// Limit event history
if len(g.guildEvents) > MaxEvents {
g.guildEvents = g.guildEvents[:MaxEvents]
}
g.eventsSaveNeeded = true
g.lastModified = time.Now()
}
// GetGuildInfo returns basic guild information
func (g *Guild) GetGuildInfo() GuildInfo {
g.mu.RLock()
defer g.mu.RUnlock()
return GuildInfo{
ID: g.id,
Name: g.name,
Level: g.level,
FormedDate: g.formedDate,
MOTD: g.motd,
MemberCount: len(g.members),
RecruiterCount: int(g.getNumRecruitersNoLock()),
RecruitingShortDesc: g.recruitingShortDesc,
RecruitingFullDesc: g.recruitingFullDesc,
RecruitingMinLevel: g.recruitingMinLevel,
RecruitingPlayStyle: g.recruitingPlayStyle,
IsRecruiting: g.getNumRecruitersNoLock() > 0,
}
}
// GetAllMembers returns all guild members
func (g *Guild) GetAllMembers() []*GuildMember {
g.mu.RLock()
defer g.mu.RUnlock()
members := make([]*GuildMember, 0, len(g.members))
for _, member := range g.members {
members = append(members, member)
}
return members
}
// Save flag methods
func (g *Guild) SetSaveNeeded(val bool) {
g.mu.Lock()
defer g.mu.Unlock()
g.saveNeeded = val
}
func (g *Guild) GetSaveNeeded() bool {
g.mu.RLock()
defer g.mu.RUnlock()
return g.saveNeeded
}
// Helper methods (internal, no lock versions)
func (g *Guild) getDefaultPermission(rank, permission int8) int8 {
// Leaders have all permissions by default
if rank == RankLeader {
return 1
}
// Default permissions based on rank and permission type
switch permission {
case PermissionSeeGuildChat, PermissionSpeakInGuildChat:
return 1 // All members can see and speak in guild chat
case PermissionReceivePoints:
return 1 // All members can receive points
case PermissionSeeOfficerChat, PermissionSpeakInOfficerChat:
if rank <= RankOfficer {
return 1
}
case PermissionInvite:
if rank <= RankSeniorMember {
return 1
}
}
return 0 // Default to no permission
}
func (g *Guild) getRankNameNoLock(rank int8) string {
if name, exists := g.ranks[rank]; exists {
return name
}
if defaultName, exists := DefaultRankNames[rank]; exists {
return defaultName
}
return "Unknown"
}
func (g *Guild) getNumRecruitersNoLock() int32 {
count := int32(0)
for _, member := range g.members {
if member.MemberFlags&MemberFlagRecruitingForGuild != 0 {
count++
}
}
return count
}

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package guilds
import "context"
// GuildDatabase defines database operations for guilds
type GuildDatabase interface {
// LoadGuilds retrieves all guilds from database
LoadGuilds(ctx context.Context) ([]GuildData, error)
// LoadGuild retrieves a specific guild from database
LoadGuild(ctx context.Context, guildID int32) (*GuildData, error)
// LoadGuildMembers retrieves all members for a guild
LoadGuildMembers(ctx context.Context, guildID int32) ([]GuildMemberData, error)
// LoadGuildEvents retrieves events for a guild
LoadGuildEvents(ctx context.Context, guildID int32) ([]GuildEventData, error)
// LoadGuildRanks retrieves custom rank names for a guild
LoadGuildRanks(ctx context.Context, guildID int32) ([]GuildRankData, error)
// LoadGuildPermissions retrieves permissions for a guild
LoadGuildPermissions(ctx context.Context, guildID int32) ([]GuildPermissionData, error)
// LoadGuildEventFilters retrieves event filters for a guild
LoadGuildEventFilters(ctx context.Context, guildID int32) ([]GuildEventFilterData, error)
// LoadGuildRecruiting retrieves recruiting settings for a guild
LoadGuildRecruiting(ctx context.Context, guildID int32) ([]GuildRecruitingData, error)
// LoadPointHistory retrieves point history for a member
LoadPointHistory(ctx context.Context, characterID int32) ([]PointHistoryData, error)
// SaveGuild saves guild basic data
SaveGuild(ctx context.Context, guild *Guild) error
// SaveGuildMembers saves all guild members
SaveGuildMembers(ctx context.Context, guildID int32, members []*GuildMember) error
// SaveGuildEvents saves guild events
SaveGuildEvents(ctx context.Context, guildID int32, events []GuildEvent) error
// SaveGuildRanks saves guild rank names
SaveGuildRanks(ctx context.Context, guildID int32, ranks map[int8]string) error
// SaveGuildPermissions saves guild permissions
SaveGuildPermissions(ctx context.Context, guildID int32, permissions map[int8]map[int8]int8) error
// SaveGuildEventFilters saves guild event filters
SaveGuildEventFilters(ctx context.Context, guildID int32, filters map[int8]map[int8]int8) error
// SaveGuildRecruiting saves guild recruiting settings
SaveGuildRecruiting(ctx context.Context, guildID int32, flags, descTags map[int8]int8) error
// SavePointHistory saves point history for a member
SavePointHistory(ctx context.Context, characterID int32, history []PointHistory) error
// GetGuildIDByCharacterID returns guild ID for a character
GetGuildIDByCharacterID(ctx context.Context, characterID int32) (int32, error)
// CreateGuild creates a new guild
CreateGuild(ctx context.Context, guildData GuildData) (int32, error)
// DeleteGuild removes a guild and all related data
DeleteGuild(ctx context.Context, guildID int32) error
// GetNextGuildID returns the next available guild ID
GetNextGuildID(ctx context.Context) (int32, error)
// GetNextEventID returns the next available event ID for a guild
GetNextEventID(ctx context.Context, guildID int32) (int64, error)
}
// ClientManager handles client communication for guilds
type ClientManager interface {
// SendGuildUpdate sends guild information update to client
SendGuildUpdate(characterID int32, guild *Guild) error
// SendGuildMemberList sends guild member list to client
SendGuildMemberList(characterID int32, members []MemberInfo) error
// SendGuildMember sends single member info to client
SendGuildMember(characterID int32, member *GuildMember) error
// SendGuildMOTD sends message of the day to client
SendGuildMOTD(characterID int32, motd string) error
// SendGuildEvent sends guild event to client
SendGuildEvent(characterID int32, event *GuildEvent) error
// SendGuildEventList sends guild event list to client
SendGuildEventList(characterID int32, events []GuildEventInfo) error
// SendGuildChatMessage sends guild chat message to client
SendGuildChatMessage(characterID int32, senderName, message string, language int8) error
// SendOfficerChatMessage sends officer chat message to client
SendOfficerChatMessage(characterID int32, senderName, message string, language int8) error
// SendGuildInvite sends guild invitation to client
SendGuildInvite(characterID int32, invite GuildInvite) error
// SendGuildRecruitingInfo sends recruiting information to client
SendGuildRecruitingInfo(characterID int32, info RecruitingInfo) error
// SendGuildPermissions sends guild permissions to client
SendGuildPermissions(characterID int32, permissions map[int8]map[int8]int8) error
// IsClientOnline checks if a character is currently online
IsClientOnline(characterID int32) bool
// GetClientLanguage returns the language setting for a client
GetClientLanguage(characterID int32) int8
}
// PlayerManager provides player information for guilds
type PlayerManager interface {
// GetPlayerInfo retrieves basic player information
GetPlayerInfo(characterID int32) (PlayerInfo, error)
// IsPlayerOnline checks if a player is currently online
IsPlayerOnline(characterID int32) bool
// GetPlayerZone returns the current zone for a player
GetPlayerZone(characterID int32) string
// GetPlayerLevel returns player's current level
GetPlayerLevel(characterID int32) (int8, int8) // adventure, tradeskill
// GetPlayerClass returns player's current class
GetPlayerClass(characterID int32) (int8, int8) // adventure, tradeskill
// GetPlayerName returns player's character name
GetPlayerName(characterID int32) string
// ValidatePlayerExists checks if a player exists
ValidatePlayerExists(characterName string) (int32, error)
// GetAccountID returns the account ID for a character
GetAccountID(characterID int32) int32
}
// GuildEventHandler handles guild-related events
type GuildEventHandler interface {
// OnGuildCreated called when a guild is created
OnGuildCreated(guild *Guild)
// OnGuildDeleted called when a guild is deleted
OnGuildDeleted(guildID int32, guildName string)
// OnMemberJoined called when a member joins a guild
OnMemberJoined(guild *Guild, member *GuildMember, inviterName string)
// OnMemberLeft called when a member leaves a guild
OnMemberLeft(guild *Guild, member *GuildMember, reason string)
// OnMemberPromoted called when a member is promoted
OnMemberPromoted(guild *Guild, member *GuildMember, oldRank, newRank int8, promoterName string)
// OnMemberDemoted called when a member is demoted
OnMemberDemoted(guild *Guild, member *GuildMember, oldRank, newRank int8, demoterName string)
// OnPointsAwarded called when points are awarded to members
OnPointsAwarded(guild *Guild, members []int32, points float64, comment, awardedBy string)
// OnGuildEvent called when a guild event occurs
OnGuildEvent(guild *Guild, event *GuildEvent)
// OnGuildLevelUp called when a guild levels up
OnGuildLevelUp(guild *Guild, oldLevel, newLevel int8)
// OnGuildChatMessage called when a guild chat message is sent
OnGuildChatMessage(guild *Guild, senderID int32, senderName, message string, language int8)
// OnOfficerChatMessage called when an officer chat message is sent
OnOfficerChatMessage(guild *Guild, senderID int32, senderName, message string, language int8)
}
// LogHandler provides logging functionality
type LogHandler interface {
// LogDebug logs debug messages
LogDebug(category, message string, args ...interface{})
// LogInfo logs informational messages
LogInfo(category, message string, args ...interface{})
// LogError logs error messages
LogError(category, message string, args ...interface{})
// LogWarning logs warning messages
LogWarning(category, message string, args ...interface{})
}
// PlayerInfo contains basic player information
type PlayerInfo struct {
CharacterID int32 `json:"character_id"`
CharacterName string `json:"character_name"`
AccountID int32 `json:"account_id"`
AdventureLevel int8 `json:"adventure_level"`
AdventureClass int8 `json:"adventure_class"`
TradeskillLevel int8 `json:"tradeskill_level"`
TradeskillClass int8 `json:"tradeskill_class"`
Zone string `json:"zone"`
IsOnline bool `json:"is_online"`
LastLogin time.Time `json:"last_login"`
}
// GuildAware interface for entities that can participate in guilds
type GuildAware interface {
GetCharacterID() int32
GetGuildID() int32
GetGuildRank() int8
IsInGuild() bool
HasGuildPermission(permission int8) bool
}
// EntityGuildAdapter adapts entities to work with guild system
type EntityGuildAdapter struct {
entity interface {
GetID() int32
// Add other entity methods as needed
}
guildManager *GuildManager
}
// GetCharacterID returns the character ID from the adapted entity
func (a *EntityGuildAdapter) GetCharacterID() int32 {
return a.entity.GetID()
}
// GetGuildID returns the guild ID for the character
func (a *EntityGuildAdapter) GetGuildID() int32 {
// TODO: Implement guild lookup through guild manager
return 0
}
// GetGuildRank returns the guild rank for the character
func (a *EntityGuildAdapter) GetGuildRank() int8 {
// TODO: Implement rank lookup through guild manager
return RankRecruit
}
// IsInGuild checks if the character is in a guild
func (a *EntityGuildAdapter) IsInGuild() bool {
return a.GetGuildID() > 0
}
// HasGuildPermission checks if the character has a specific guild permission
func (a *EntityGuildAdapter) HasGuildPermission(permission int8) bool {
// TODO: Implement permission checking through guild manager
return false
}
// InviteManager handles guild invitations
type InviteManager interface {
// SendInvite sends a guild invitation
SendInvite(guildID, characterID, inviterID int32, rank int8) error
// AcceptInvite accepts a guild invitation
AcceptInvite(characterID, guildID int32) error
// DeclineInvite declines a guild invitation
DeclineInvite(characterID, guildID int32) error
// GetPendingInvites returns pending invites for a character
GetPendingInvites(characterID int32) ([]GuildInvite, error)
// ClearExpiredInvites removes expired invitations
ClearExpiredInvites() error
}
// PermissionChecker provides permission validation
type PermissionChecker interface {
// CanInvite checks if a member can invite players
CanInvite(guild *Guild, memberRank int8) bool
// CanRemoveMember checks if a member can remove other members
CanRemoveMember(guild *Guild, memberRank, targetRank int8) bool
// CanPromote checks if a member can promote other members
CanPromote(guild *Guild, memberRank, targetRank int8) bool
// CanDemote checks if a member can demote other members
CanDemote(guild *Guild, memberRank, targetRank int8) bool
// CanEditPermissions checks if a member can edit guild permissions
CanEditPermissions(guild *Guild, memberRank int8) bool
// CanUseBankSlot checks if a member can access a specific bank slot
CanUseBankSlot(guild *Guild, memberRank int8, bankSlot int, action string) bool
// CanSpeakInOfficerChat checks if a member can speak in officer chat
CanSpeakInOfficerChat(guild *Guild, memberRank int8) bool
// CanAssignPoints checks if a member can assign guild points
CanAssignPoints(guild *Guild, memberRank int8) bool
}
// NotificationManager handles guild notifications
type NotificationManager interface {
// NotifyMemberLogin notifies guild of member login
NotifyMemberLogin(guild *Guild, member *GuildMember)
// NotifyMemberLogout notifies guild of member logout
NotifyMemberLogout(guild *Guild, member *GuildMember)
// NotifyGuildMessage sends a message to all guild members
NotifyGuildMessage(guild *Guild, eventType int8, message string, args ...interface{})
// NotifyOfficers sends a message to officers only
NotifyOfficers(guild *Guild, message string, args ...interface{})
// NotifyGuildUpdate notifies guild members of guild changes
NotifyGuildUpdate(guild *Guild)
}
// BankManager handles guild bank operations
type BankManager interface {
// GetBankContents returns contents of a guild bank
GetBankContents(guildID int32, bankSlot int) ([]BankItem, error)
// DepositItem deposits an item into guild bank
DepositItem(guildID int32, bankSlot int, item BankItem, depositorID int32) error
// WithdrawItem withdraws an item from guild bank
WithdrawItem(guildID int32, bankSlot int, itemSlot int, withdrawerID int32) error
// LogBankEvent logs a bank event
LogBankEvent(guildID int32, bankSlot int, eventType int32, description string) error
// GetBankEventHistory returns bank event history
GetBankEventHistory(guildID int32, bankSlot int) ([]GuildBankEvent, error)
}
// BankItem represents an item in the guild bank
type BankItem struct {
Slot int `json:"slot"`
ItemID int32 `json:"item_id"`
Quantity int32 `json:"quantity"`
DepositorID int32 `json:"depositor_id"`
DepositDate time.Time `json:"deposit_date"`
}

909
internal/guilds/manager.go Normal file
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package guilds
import (
"context"
"fmt"
"sort"
"strings"
"sync"
"time"
)
// NewGuildList creates a new guild list instance
func NewGuildList() *GuildList {
return &GuildList{
guilds: make(map[int32]*Guild),
}
}
// AddGuild adds a guild to the list
func (gl *GuildList) AddGuild(guild *Guild) {
gl.mu.Lock()
defer gl.mu.Unlock()
gl.guilds[guild.GetID()] = guild
}
// GetGuild retrieves a guild by ID
func (gl *GuildList) GetGuild(guildID int32) *Guild {
gl.mu.RLock()
defer gl.mu.RUnlock()
return gl.guilds[guildID]
}
// RemoveGuild removes a guild from the list
func (gl *GuildList) RemoveGuild(guildID int32) {
gl.mu.Lock()
defer gl.mu.Unlock()
delete(gl.guilds, guildID)
}
// GetAllGuilds returns all guilds
func (gl *GuildList) GetAllGuilds() []*Guild {
gl.mu.RLock()
defer gl.mu.RUnlock()
guilds := make([]*Guild, 0, len(gl.guilds))
for _, guild := range gl.guilds {
guilds = append(guilds, guild)
}
return guilds
}
// GetGuildCount returns the number of guilds
func (gl *GuildList) GetGuildCount() int {
gl.mu.RLock()
defer gl.mu.RUnlock()
return len(gl.guilds)
}
// FindGuildByName finds a guild by name (case-insensitive)
func (gl *GuildList) FindGuildByName(name string) *Guild {
gl.mu.RLock()
defer gl.mu.RUnlock()
for _, guild := range gl.guilds {
if strings.EqualFold(guild.GetName(), name) {
return guild
}
}
return nil
}
// NewGuildManager creates a new guild manager instance
func NewGuildManager(database GuildDatabase, clientManager ClientManager, playerManager PlayerManager) *GuildManager {
return &GuildManager{
guildList: NewGuildList(),
database: database,
clientManager: clientManager,
playerManager: playerManager,
}
}
// SetEventHandler sets the guild event handler
func (gm *GuildManager) SetEventHandler(handler GuildEventHandler) {
gm.eventHandler = handler
}
// SetLogger sets the logger for the manager
func (gm *GuildManager) SetLogger(logger LogHandler) {
gm.logger = logger
}
// Initialize loads all guilds from the database
func (gm *GuildManager) Initialize(ctx context.Context) error {
// Load all guilds
guildData, err := gm.database.LoadGuilds(ctx)
if err != nil {
return fmt.Errorf("failed to load guilds: %w", err)
}
for _, data := range guildData {
guild, err := gm.loadGuildFromData(ctx, data)
if err != nil {
if gm.logger != nil {
gm.logger.LogError("guilds", "Failed to load guild %d (%s): %v", data.ID, data.Name, err)
}
continue
}
gm.guildList.AddGuild(guild)
if gm.logger != nil {
gm.logger.LogDebug("guilds", "Loaded guild %d (%s) with %d members",
guild.GetID(), guild.GetName(), len(guild.GetAllMembers()))
}
}
if gm.logger != nil {
gm.logger.LogInfo("guilds", "Loaded %d guilds", gm.guildList.GetGuildCount())
}
return nil
}
// LoadGuild loads a specific guild by ID
func (gm *GuildManager) LoadGuild(ctx context.Context, guildID int32) (*Guild, error) {
// Check if already loaded
if guild := gm.guildList.GetGuild(guildID); guild != nil {
return guild, nil
}
// Load from database
guildData, err := gm.database.LoadGuild(ctx, guildID)
if err != nil {
return nil, fmt.Errorf("failed to load guild data: %w", err)
}
guild, err := gm.loadGuildFromData(ctx, *guildData)
if err != nil {
return nil, fmt.Errorf("failed to create guild from data: %w", err)
}
gm.guildList.AddGuild(guild)
return guild, nil
}
// CreateGuild creates a new guild
func (gm *GuildManager) CreateGuild(ctx context.Context, name, motd string, leaderCharacterID int32) (*Guild, error) {
// Validate guild name
if err := gm.validateGuildName(name); err != nil {
return nil, err
}
// Check if guild name already exists
if gm.guildList.FindGuildByName(name) != nil {
return nil, fmt.Errorf("guild name '%s' already exists", name)
}
// Get leader player info
leaderInfo, err := gm.playerManager.GetPlayerInfo(leaderCharacterID)
if err != nil {
return nil, fmt.Errorf("failed to get leader info: %w", err)
}
// Create guild data
guildData := GuildData{
Name: name,
MOTD: motd,
Level: 1,
EXPCurrent: 111,
EXPToNextLevel: 2521,
FormedDate: time.Now(),
}
// Save to database
guildID, err := gm.database.CreateGuild(ctx, guildData)
if err != nil {
return nil, fmt.Errorf("failed to create guild in database: %w", err)
}
guildData.ID = guildID
// Create guild instance
guild := NewGuild()
guild.SetID(guildData.ID)
guild.SetName(guildData.Name, false)
guild.SetMOTD(guildData.MOTD, false)
guild.SetLevel(guildData.Level, false)
guild.SetEXPCurrent(guildData.EXPCurrent, false)
guild.SetEXPToNextLevel(guildData.EXPToNextLevel, false)
guild.SetFormedDate(guildData.FormedDate)
// Add leader as first member
leader := NewGuildMember(leaderCharacterID, leaderInfo.CharacterName, RankLeader)
leader.AccountID = leaderInfo.AccountID
leader.UpdatePlayerInfo(leaderInfo)
guild.members[leaderCharacterID] = leader
// Save member to database
if err := gm.database.SaveGuildMembers(ctx, guildID, []*GuildMember{leader}); err != nil {
return nil, fmt.Errorf("failed to save guild leader: %w", err)
}
// Add to guild list
gm.guildList.AddGuild(guild)
// Add guild creation event
guild.AddNewGuildEvent(EventGuildLevelUp, fmt.Sprintf("Guild '%s' has been formed by %s", name, leaderInfo.CharacterName), time.Now(), true)
// Notify event handler
if gm.eventHandler != nil {
gm.eventHandler.OnGuildCreated(guild)
}
if gm.logger != nil {
gm.logger.LogInfo("guilds", "Created guild %d (%s) with leader %s (%d)",
guildID, name, leaderInfo.CharacterName, leaderCharacterID)
}
return guild, nil
}
// DeleteGuild deletes a guild
func (gm *GuildManager) DeleteGuild(ctx context.Context, guildID int32, deleterName string) error {
guild := gm.guildList.GetGuild(guildID)
if guild == nil {
return fmt.Errorf("guild %d not found", guildID)
}
guildName := guild.GetName()
// Remove from database
if err := gm.database.DeleteGuild(ctx, guildID); err != nil {
return fmt.Errorf("failed to delete guild from database: %w", err)
}
// Remove from guild list
gm.guildList.RemoveGuild(guildID)
// Notify event handler
if gm.eventHandler != nil {
gm.eventHandler.OnGuildDeleted(guildID, guildName)
}
if gm.logger != nil {
gm.logger.LogInfo("guilds", "Deleted guild %d (%s) by %s", guildID, guildName, deleterName)
}
return nil
}
// GetGuild returns a guild by ID
func (gm *GuildManager) GetGuild(guildID int32) *Guild {
return gm.guildList.GetGuild(guildID)
}
// GetGuildByName returns a guild by name
func (gm *GuildManager) GetGuildByName(name string) *Guild {
return gm.guildList.FindGuildByName(name)
}
// GetAllGuilds returns all guilds
func (gm *GuildManager) GetAllGuilds() []*Guild {
return gm.guildList.GetAllGuilds()
}
// GetGuildByCharacterID returns the guild for a character
func (gm *GuildManager) GetGuildByCharacterID(ctx context.Context, characterID int32) (*Guild, error) {
// Try to find in loaded guilds first
for _, guild := range gm.guildList.GetAllGuilds() {
if guild.GetGuildMember(characterID) != nil {
return guild, nil
}
}
// Look up in database
guildID, err := gm.database.GetGuildIDByCharacterID(ctx, characterID)
if err != nil {
return nil, fmt.Errorf("character %d is not in a guild: %w", characterID, err)
}
// Load the guild if not already loaded
return gm.LoadGuild(ctx, guildID)
}
// InvitePlayer invites a player to a guild
func (gm *GuildManager) InvitePlayer(ctx context.Context, guildID, inviterID int32, playerName string, rank int8) error {
guild := gm.guildList.GetGuild(guildID)
if guild == nil {
return fmt.Errorf("guild %d not found", guildID)
}
// Validate inviter permissions
inviter := guild.GetGuildMember(inviterID)
if inviter == nil {
return fmt.Errorf("inviter %d is not a guild member", inviterID)
}
if guild.GetPermission(inviter.GetRank(), PermissionInvite) == 0 {
return fmt.Errorf("inviter does not have permission to invite")
}
// Validate target player
targetID, err := gm.playerManager.ValidatePlayerExists(playerName)
if err != nil {
return fmt.Errorf("player '%s' not found: %w", playerName, err)
}
// Check if player is already in a guild
if existingGuild, _ := gm.GetGuildByCharacterID(ctx, targetID); existingGuild != nil {
return fmt.Errorf("player '%s' is already in guild '%s'", playerName, existingGuild.GetName())
}
// TODO: Send guild invitation to player
// This would typically involve sending a packet to the client
if gm.logger != nil {
gm.logger.LogDebug("guilds", "Player %s invited to guild %s by %s",
playerName, guild.GetName(), inviter.GetName())
}
return nil
}
// AddMemberToGuild adds a member to a guild
func (gm *GuildManager) AddMemberToGuild(ctx context.Context, guildID, characterID int32, inviterName string, rank int8) error {
guild := gm.guildList.GetGuild(guildID)
if guild == nil {
return fmt.Errorf("guild %d not found", guildID)
}
// Check if already a member
if guild.GetGuildMember(characterID) != nil {
return fmt.Errorf("character %d is already a guild member", characterID)
}
// Get player info
playerInfo, err := gm.playerManager.GetPlayerInfo(characterID)
if err != nil {
return fmt.Errorf("failed to get player info: %w", err)
}
// Create guild member
member := NewGuildMember(characterID, playerInfo.CharacterName, rank)
member.AccountID = playerInfo.AccountID
member.UpdatePlayerInfo(playerInfo)
// Add to guild
guild.members[characterID] = member
guild.memberSaveNeeded = true
// Save to database
if err := gm.database.SaveGuildMembers(ctx, guildID, []*GuildMember{member}); err != nil {
return fmt.Errorf("failed to save new guild member: %w", err)
}
// Add guild event
guild.AddNewGuildEvent(EventMemberJoins,
fmt.Sprintf("%s has joined the guild (invited by %s)", playerInfo.CharacterName, inviterName),
time.Now(), true)
// Notify event handler
if gm.eventHandler != nil {
gm.eventHandler.OnMemberJoined(guild, member, inviterName)
}
if gm.logger != nil {
gm.logger.LogInfo("guilds", "Player %s (%d) joined guild %s (%d)",
playerInfo.CharacterName, characterID, guild.GetName(), guildID)
}
return nil
}
// RemoveMemberFromGuild removes a member from a guild
func (gm *GuildManager) RemoveMemberFromGuild(ctx context.Context, guildID, characterID int32, removerName, reason string) error {
guild := gm.guildList.GetGuild(guildID)
if guild == nil {
return fmt.Errorf("guild %d not found", guildID)
}
member := guild.GetGuildMember(characterID)
if member == nil {
return fmt.Errorf("character %d is not a guild member", characterID)
}
memberName := member.GetName()
// Remove from guild
guild.RemoveGuildMember(characterID, true)
// Save changes
if err := gm.saveGuildChanges(ctx, guild); err != nil {
if gm.logger != nil {
gm.logger.LogError("guilds", "Failed to save guild after removing member: %v", err)
}
}
// Notify event handler
if gm.eventHandler != nil {
gm.eventHandler.OnMemberLeft(guild, member, reason)
}
if gm.logger != nil {
gm.logger.LogInfo("guilds", "Player %s (%d) removed from guild %s (%d) by %s - %s",
memberName, characterID, guild.GetName(), guildID, removerName, reason)
}
return nil
}
// PromoteMember promotes a guild member
func (gm *GuildManager) PromoteMember(ctx context.Context, guildID, characterID int32, promoterName string) error {
guild := gm.guildList.GetGuild(guildID)
if guild == nil {
return fmt.Errorf("guild %d not found", guildID)
}
member := guild.GetGuildMember(characterID)
if member == nil {
return fmt.Errorf("character %d is not a guild member", characterID)
}
oldRank := member.GetRank()
if oldRank <= RankLeader {
return fmt.Errorf("cannot promote guild leader")
}
// Promote
if !guild.PromoteGuildMember(characterID, promoterName, true) {
return fmt.Errorf("failed to promote member")
}
// Save changes
if err := gm.saveGuildChanges(ctx, guild); err != nil {
if gm.logger != nil {
gm.logger.LogError("guilds", "Failed to save guild after promotion: %v", err)
}
}
// Notify event handler
if gm.eventHandler != nil {
gm.eventHandler.OnMemberPromoted(guild, member, oldRank, member.GetRank(), promoterName)
}
return nil
}
// DemoteMember demotes a guild member
func (gm *GuildManager) DemoteMember(ctx context.Context, guildID, characterID int32, demoterName string) error {
guild := gm.guildList.GetGuild(guildID)
if guild == nil {
return fmt.Errorf("guild %d not found", guildID)
}
member := guild.GetGuildMember(characterID)
if member == nil {
return fmt.Errorf("character %d is not a guild member", characterID)
}
oldRank := member.GetRank()
if oldRank >= RankRecruit {
return fmt.Errorf("cannot demote recruit further")
}
// Demote
if !guild.DemoteGuildMember(characterID, demoterName, true) {
return fmt.Errorf("failed to demote member")
}
// Save changes
if err := gm.saveGuildChanges(ctx, guild); err != nil {
if gm.logger != nil {
gm.logger.LogError("guilds", "Failed to save guild after demotion: %v", err)
}
}
// Notify event handler
if gm.eventHandler != nil {
gm.eventHandler.OnMemberDemoted(guild, member, oldRank, member.GetRank(), demoterName)
}
return nil
}
// AwardPoints awards points to guild members
func (gm *GuildManager) AwardPoints(ctx context.Context, guildID int32, characterIDs []int32, points float64, comment, awardedBy string) error {
guild := gm.guildList.GetGuild(guildID)
if guild == nil {
return fmt.Errorf("guild %d not found", guildID)
}
for _, characterID := range characterIDs {
if !guild.AddPointsToGuildMember(characterID, points, awardedBy, comment, true) {
if gm.logger != nil {
gm.logger.LogWarning("guilds", "Failed to award points to character %d", characterID)
}
}
}
// Save changes
if err := gm.saveGuildChanges(ctx, guild); err != nil {
if gm.logger != nil {
gm.logger.LogError("guilds", "Failed to save guild after awarding points: %v", err)
}
}
// Notify event handler
if gm.eventHandler != nil {
gm.eventHandler.OnPointsAwarded(guild, characterIDs, points, comment, awardedBy)
}
return nil
}
// SaveAllGuilds saves all guilds that need saving
func (gm *GuildManager) SaveAllGuilds(ctx context.Context) error {
guilds := gm.guildList.GetAllGuilds()
var saveErrors []error
for _, guild := range guilds {
if err := gm.saveGuildChanges(ctx, guild); err != nil {
saveErrors = append(saveErrors, fmt.Errorf("guild %d: %w", guild.GetID(), err))
}
}
if len(saveErrors) > 0 {
return fmt.Errorf("failed to save some guilds: %v", saveErrors)
}
return nil
}
// SearchGuilds searches for guilds based on criteria
func (gm *GuildManager) SearchGuilds(criteria GuildSearchCriteria) []*Guild {
guilds := gm.guildList.GetAllGuilds()
var results []*Guild
for _, guild := range guilds {
if gm.matchesSearchCriteria(guild, criteria) {
results = append(results, guild)
}
}
// Sort by name
sort.Slice(results, func(i, j int) bool {
return results[i].GetName() < results[j].GetName()
})
return results
}
// GetGuildStatistics returns guild system statistics
func (gm *GuildManager) GetGuildStatistics() GuildStatistics {
guilds := gm.guildList.GetAllGuilds()
stats := GuildStatistics{
TotalGuilds: len(guilds),
}
totalMembers := 0
activeGuilds := 0
totalEvents := 0
totalRecruiters := 0
uniqueAccounts := make(map[int32]bool)
highestLevel := int8(1)
for _, guild := range guilds {
members := guild.GetAllMembers()
memberCount := len(members)
totalMembers += memberCount
if memberCount > 0 {
activeGuilds++
}
// Track unique accounts
for _, member := range members {
uniqueAccounts[member.AccountID] = true
if member.IsRecruiter() {
totalRecruiters++
}
}
// Guild level
if guild.GetLevel() > highestLevel {
highestLevel = guild.GetLevel()
}
// Event count (approximate)
totalEvents += len(guild.guildEvents)
}
stats.TotalMembers = totalMembers
stats.ActiveGuilds = activeGuilds
stats.TotalEvents = totalEvents
stats.TotalRecruiters = totalRecruiters
stats.UniqueAccounts = len(uniqueAccounts)
stats.HighestGuildLevel = highestLevel
if len(guilds) > 0 {
stats.AverageGuildSize = float64(totalMembers) / float64(len(guilds))
}
return stats
}
// Helper methods
// loadGuildFromData creates a guild instance from database data
func (gm *GuildManager) loadGuildFromData(ctx context.Context, data GuildData) (*Guild, error) {
guild := NewGuild()
guild.SetID(data.ID)
guild.SetName(data.Name, false)
guild.SetMOTD(data.MOTD, false)
guild.SetLevel(data.Level, false)
guild.SetEXPCurrent(data.EXPCurrent, false)
guild.SetEXPToNextLevel(data.EXPToNextLevel, false)
guild.SetFormedDate(data.FormedDate)
// Load members
memberData, err := gm.database.LoadGuildMembers(ctx, data.ID)
if err != nil {
return nil, fmt.Errorf("failed to load guild members: %w", err)
}
for _, md := range memberData {
member := &GuildMember{
CharacterID: md.CharacterID,
AccountID: md.AccountID,
RecruiterID: md.RecruiterID,
Name: md.Name,
GuildStatus: md.GuildStatus,
Points: md.Points,
AdventureClass: md.AdventureClass,
AdventureLevel: md.AdventureLevel,
TradeskillClass: md.TradeskillClass,
TradeskillLevel: md.TradeskillLevel,
Rank: md.Rank,
MemberFlags: md.MemberFlags,
Zone: md.Zone,
JoinDate: md.JoinDate,
LastLoginDate: md.LastLoginDate,
Note: md.Note,
OfficerNote: md.OfficerNote,
RecruiterDescription: md.RecruiterDescription,
RecruiterPictureData: md.RecruiterPictureData,
RecruitingShowAdventureClass: md.RecruitingShowAdventureClass,
PointHistory: make([]PointHistory, 0),
}
// Load point history
historyData, err := gm.database.LoadPointHistory(ctx, md.CharacterID)
if err == nil {
for _, hd := range historyData {
member.PointHistory = append(member.PointHistory, PointHistory{
Date: hd.Date,
ModifiedBy: hd.ModifiedBy,
Comment: hd.Comment,
Points: hd.Points,
SaveNeeded: false,
})
}
}
guild.members[md.CharacterID] = member
}
// Load events
eventData, err := gm.database.LoadGuildEvents(ctx, data.ID)
if err == nil {
for _, ed := range eventData {
guild.guildEvents = append(guild.guildEvents, GuildEvent{
EventID: ed.EventID,
Date: ed.Date,
Type: ed.Type,
Description: ed.Description,
Locked: ed.Locked,
SaveNeeded: false,
})
}
}
// Load ranks
rankData, err := gm.database.LoadGuildRanks(ctx, data.ID)
if err == nil {
for _, rd := range rankData {
guild.ranks[rd.Rank] = rd.Name
}
}
// Load permissions
permissionData, err := gm.database.LoadGuildPermissions(ctx, data.ID)
if err == nil {
for _, pd := range permissionData {
if guild.permissions[pd.Rank] == nil {
guild.permissions[pd.Rank] = make(map[int8]int8)
}
guild.permissions[pd.Rank][pd.Permission] = pd.Value
}
}
// Load event filters
filterData, err := gm.database.LoadGuildEventFilters(ctx, data.ID)
if err == nil {
for _, fd := range filterData {
if guild.eventFilters[fd.EventID] == nil {
guild.eventFilters[fd.EventID] = make(map[int8]int8)
}
guild.eventFilters[fd.EventID][fd.Category] = fd.Value
}
}
// Load recruiting settings
recruitingData, err := gm.database.LoadGuildRecruiting(ctx, data.ID)
if err == nil {
for _, rd := range recruitingData {
if rd.Flag < 0 {
// Description tag (stored with negative flag values)
guild.recruitingDescTags[-rd.Flag-1] = rd.Value
} else {
// Recruiting flag
guild.recruitingFlags[rd.Flag] = rd.Value
}
}
}
// Update next event ID
if len(guild.guildEvents) > 0 {
maxEventID := int64(0)
for _, event := range guild.guildEvents {
if event.EventID > maxEventID {
maxEventID = event.EventID
}
}
guild.nextEventID = maxEventID + 1
}
// Clear save flags
guild.saveNeeded = false
guild.memberSaveNeeded = false
guild.eventsSaveNeeded = false
guild.ranksSaveNeeded = false
guild.eventFiltersSaveNeeded = false
guild.pointsHistorySaveNeeded = false
guild.recruitingSaveNeeded = false
return guild, nil
}
// saveGuildChanges saves any pending changes for a guild
func (gm *GuildManager) saveGuildChanges(ctx context.Context, guild *Guild) error {
var saveErrors []error
if guild.GetSaveNeeded() {
if err := gm.database.SaveGuild(ctx, guild); err != nil {
saveErrors = append(saveErrors, fmt.Errorf("failed to save guild data: %w", err))
} else {
guild.SetSaveNeeded(false)
}
}
if guild.memberSaveNeeded {
members := guild.GetAllMembers()
if err := gm.database.SaveGuildMembers(ctx, guild.GetID(), members); err != nil {
saveErrors = append(saveErrors, fmt.Errorf("failed to save guild members: %w", err))
} else {
guild.memberSaveNeeded = false
}
}
if guild.eventsSaveNeeded {
if err := gm.database.SaveGuildEvents(ctx, guild.GetID(), guild.guildEvents); err != nil {
saveErrors = append(saveErrors, fmt.Errorf("failed to save guild events: %w", err))
} else {
guild.eventsSaveNeeded = false
}
}
if guild.ranksSaveNeeded {
if err := gm.database.SaveGuildRanks(ctx, guild.GetID(), guild.ranks); err != nil {
saveErrors = append(saveErrors, fmt.Errorf("failed to save guild ranks: %w", err))
} else {
guild.ranksSaveNeeded = false
}
}
if guild.eventFiltersSaveNeeded {
if err := gm.database.SaveGuildEventFilters(ctx, guild.GetID(), guild.eventFilters); err != nil {
saveErrors = append(saveErrors, fmt.Errorf("failed to save guild event filters: %w", err))
} else {
guild.eventFiltersSaveNeeded = false
}
}
if guild.recruitingSaveNeeded {
if err := gm.database.SaveGuildRecruiting(ctx, guild.GetID(), guild.recruitingFlags, guild.recruitingDescTags); err != nil {
saveErrors = append(saveErrors, fmt.Errorf("failed to save guild recruiting: %w", err))
} else {
guild.recruitingSaveNeeded = false
}
}
if guild.pointsHistorySaveNeeded {
for _, member := range guild.GetAllMembers() {
if err := gm.database.SavePointHistory(ctx, member.GetCharacterID(), member.GetPointHistory()); err != nil {
saveErrors = append(saveErrors, fmt.Errorf("failed to save point history for %d: %w", member.GetCharacterID(), err))
}
}
guild.pointsHistorySaveNeeded = false
}
if len(saveErrors) > 0 {
return fmt.Errorf("save errors: %v", saveErrors)
}
return nil
}
// validateGuildName validates a guild name
func (gm *GuildManager) validateGuildName(name string) error {
if len(strings.TrimSpace(name)) == 0 {
return fmt.Errorf("guild name cannot be empty")
}
if len(name) > MaxGuildNameLength {
return fmt.Errorf("guild name too long: %d > %d", len(name), MaxGuildNameLength)
}
// Check for invalid characters
if strings.ContainsAny(name, "<>&\"'") {
return fmt.Errorf("guild name contains invalid characters")
}
return nil
}
// matchesSearchCriteria checks if a guild matches search criteria
func (gm *GuildManager) matchesSearchCriteria(guild *Guild, criteria GuildSearchCriteria) bool {
// Name pattern matching
if criteria.NamePattern != "" {
if !strings.Contains(strings.ToLower(guild.GetName()), strings.ToLower(criteria.NamePattern)) {
return false
}
}
// Level range
level := guild.GetLevel()
if criteria.MinLevel > 0 && level < criteria.MinLevel {
return false
}
if criteria.MaxLevel > 0 && level > criteria.MaxLevel {
return false
}
// Member count range
memberCount := len(guild.GetAllMembers())
if criteria.MinMembers > 0 && memberCount < criteria.MinMembers {
return false
}
if criteria.MaxMembers > 0 && memberCount > criteria.MaxMembers {
return false
}
// Recruiting only
if criteria.RecruitingOnly && guild.GetNumRecruiters() == 0 {
return false
}
// Play style
if criteria.PlayStyle > 0 && guild.GetRecruitingPlayStyle() != criteria.PlayStyle {
return false
}
// Required flags
for _, flag := range criteria.RequiredFlags {
if guild.GetRecruitingFlag(flag) == 0 {
return false
}
}
// Required description tags
for _, tag := range criteria.RequiredDescTags {
found := false
for i := int8(0); i < 4; i++ {
if guild.GetRecruitingDescTag(i) == tag {
found = true
break
}
}
if !found {
return false
}
}
// Excluded description tags
for _, tag := range criteria.ExcludedDescTags {
for i := int8(0); i < 4; i++ {
if guild.GetRecruitingDescTag(i) == tag {
return false
}
}
}
return true
}

490
internal/guilds/member.go Normal file
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package guilds
import (
"time"
)
// NewGuildMember creates a new guild member instance
func NewGuildMember(characterID int32, name string, rank int8) *GuildMember {
return &GuildMember{
CharacterID: characterID,
Name: name,
Rank: rank,
JoinDate: time.Now(),
LastLoginDate: time.Now(),
PointHistory: make([]PointHistory, 0),
RecruitingShowAdventureClass: 1,
}
}
// GetCharacterID returns the character ID
func (gm *GuildMember) GetCharacterID() int32 {
gm.mu.RLock()
defer gm.mu.RUnlock()
return gm.CharacterID
}
// GetName returns the member name
func (gm *GuildMember) GetName() string {
gm.mu.RLock()
defer gm.mu.RUnlock()
return gm.Name
}
// SetName sets the member name
func (gm *GuildMember) SetName(name string) {
gm.mu.Lock()
defer gm.mu.Unlock()
if len(name) > MaxMemberNameLength {
name = name[:MaxMemberNameLength]
}
gm.Name = name
}
// GetRank returns the member rank
func (gm *GuildMember) GetRank() int8 {
gm.mu.RLock()
defer gm.mu.RUnlock()
return gm.Rank
}
// SetRank sets the member rank
func (gm *GuildMember) SetRank(rank int8) {
gm.mu.Lock()
defer gm.mu.Unlock()
if rank >= RankLeader && rank <= RankRecruit {
gm.Rank = rank
}
}
// GetPoints returns the member's guild points
func (gm *GuildMember) GetPoints() float64 {
gm.mu.RLock()
defer gm.mu.RUnlock()
return gm.Points
}
// SetPoints sets the member's guild points
func (gm *GuildMember) SetPoints(points float64) {
gm.mu.Lock()
defer gm.mu.Unlock()
gm.Points = points
}
// AddPoints adds points to the member
func (gm *GuildMember) AddPoints(points float64) {
gm.mu.Lock()
defer gm.mu.Unlock()
gm.Points += points
}
// GetAdventureLevel returns the adventure level
func (gm *GuildMember) GetAdventureLevel() int8 {
gm.mu.RLock()
defer gm.mu.RUnlock()
return gm.AdventureLevel
}
// SetAdventureLevel sets the adventure level
func (gm *GuildMember) SetAdventureLevel(level int8) {
gm.mu.Lock()
defer gm.mu.Unlock()
gm.AdventureLevel = level
}
// GetAdventureClass returns the adventure class
func (gm *GuildMember) GetAdventureClass() int8 {
gm.mu.RLock()
defer gm.mu.RUnlock()
return gm.AdventureClass
}
// SetAdventureClass sets the adventure class
func (gm *GuildMember) SetAdventureClass(class int8) {
gm.mu.Lock()
defer gm.mu.Unlock()
gm.AdventureClass = class
}
// GetTradeskillLevel returns the tradeskill level
func (gm *GuildMember) GetTradeskillLevel() int8 {
gm.mu.RLock()
defer gm.mu.RUnlock()
return gm.TradeskillLevel
}
// SetTradeskillLevel sets the tradeskill level
func (gm *GuildMember) SetTradeskillLevel(level int8) {
gm.mu.Lock()
defer gm.mu.Unlock()
gm.TradeskillLevel = level
}
// GetTradeskillClass returns the tradeskill class
func (gm *GuildMember) GetTradeskillClass() int8 {
gm.mu.RLock()
defer gm.mu.RUnlock()
return gm.TradeskillClass
}
// SetTradeskillClass sets the tradeskill class
func (gm *GuildMember) SetTradeskillClass(class int8) {
gm.mu.Lock()
defer gm.mu.Unlock()
gm.TradeskillClass = class
}
// GetZone returns the member's current zone
func (gm *GuildMember) GetZone() string {
gm.mu.RLock()
defer gm.mu.RUnlock()
return gm.Zone
}
// SetZone sets the member's current zone
func (gm *GuildMember) SetZone(zone string) {
gm.mu.Lock()
defer gm.mu.Unlock()
gm.Zone = zone
}
// GetJoinDate returns when the member joined the guild
func (gm *GuildMember) GetJoinDate() time.Time {
gm.mu.RLock()
defer gm.mu.RUnlock()
return gm.JoinDate
}
// SetJoinDate sets when the member joined the guild
func (gm *GuildMember) SetJoinDate(date time.Time) {
gm.mu.Lock()
defer gm.mu.Unlock()
gm.JoinDate = date
}
// GetLastLoginDate returns the member's last login date
func (gm *GuildMember) GetLastLoginDate() time.Time {
gm.mu.RLock()
defer gm.mu.RUnlock()
return gm.LastLoginDate
}
// SetLastLoginDate sets the member's last login date
func (gm *GuildMember) SetLastLoginDate(date time.Time) {
gm.mu.Lock()
defer gm.mu.Unlock()
gm.LastLoginDate = date
}
// GetNote returns the member's personal note
func (gm *GuildMember) GetNote() string {
gm.mu.RLock()
defer gm.mu.RUnlock()
return gm.Note
}
// SetNote sets the member's personal note
func (gm *GuildMember) SetNote(note string) {
gm.mu.Lock()
defer gm.mu.Unlock()
gm.Note = note
}
// GetOfficerNote returns the member's officer note
func (gm *GuildMember) GetOfficerNote() string {
gm.mu.RLock()
defer gm.mu.RUnlock()
return gm.OfficerNote
}
// SetOfficerNote sets the member's officer note
func (gm *GuildMember) SetOfficerNote(note string) {
gm.mu.Lock()
defer gm.mu.Unlock()
gm.OfficerNote = note
}
// GetMemberFlags returns the member flags
func (gm *GuildMember) GetMemberFlags() int8 {
gm.mu.RLock()
defer gm.mu.RUnlock()
return gm.MemberFlags
}
// SetMemberFlags sets the member flags
func (gm *GuildMember) SetMemberFlags(flags int8) {
gm.mu.Lock()
defer gm.mu.Unlock()
gm.MemberFlags = flags
}
// HasMemberFlag checks if the member has a specific flag
func (gm *GuildMember) HasMemberFlag(flag int8) bool {
gm.mu.RLock()
defer gm.mu.RUnlock()
return gm.MemberFlags&flag != 0
}
// SetMemberFlag sets or unsets a specific member flag
func (gm *GuildMember) SetMemberFlag(flag int8, value bool) {
gm.mu.Lock()
defer gm.mu.Unlock()
if value {
gm.MemberFlags |= flag
} else {
gm.MemberFlags &^= flag
}
}
// IsRecruiter checks if the member is a recruiter
func (gm *GuildMember) IsRecruiter() bool {
return gm.HasMemberFlag(MemberFlagRecruitingForGuild)
}
// SetRecruiter sets or unsets the recruiter flag
func (gm *GuildMember) SetRecruiter(isRecruiter bool) {
gm.SetMemberFlag(MemberFlagRecruitingForGuild, isRecruiter)
}
// GetRecruiterID returns the recruiter ID
func (gm *GuildMember) GetRecruiterID() int32 {
gm.mu.RLock()
defer gm.mu.RUnlock()
return gm.RecruiterID
}
// SetRecruiterID sets the recruiter ID
func (gm *GuildMember) SetRecruiterID(id int32) {
gm.mu.Lock()
defer gm.mu.Unlock()
gm.RecruiterID = id
}
// GetRecruiterDescription returns the recruiter description
func (gm *GuildMember) GetRecruiterDescription() string {
gm.mu.RLock()
defer gm.mu.RUnlock()
return gm.RecruiterDescription
}
// SetRecruiterDescription sets the recruiter description
func (gm *GuildMember) SetRecruiterDescription(description string) {
gm.mu.Lock()
defer gm.mu.Unlock()
gm.RecruiterDescription = description
}
// GetRecruiterPictureData returns the recruiter picture data
func (gm *GuildMember) GetRecruiterPictureData() []byte {
gm.mu.RLock()
defer gm.mu.RUnlock()
// Return a copy to prevent external modification
if gm.RecruiterPictureData == nil {
return nil
}
data := make([]byte, len(gm.RecruiterPictureData))
copy(data, gm.RecruiterPictureData)
return data
}
// SetRecruiterPictureData sets the recruiter picture data
func (gm *GuildMember) SetRecruiterPictureData(data []byte) {
gm.mu.Lock()
defer gm.mu.Unlock()
if data == nil {
gm.RecruiterPictureData = nil
return
}
// Make a copy to prevent external modification
gm.RecruiterPictureData = make([]byte, len(data))
copy(gm.RecruiterPictureData, data)
}
// GetRecruitingShowAdventureClass returns whether to show adventure class
func (gm *GuildMember) GetRecruitingShowAdventureClass() bool {
gm.mu.RLock()
defer gm.mu.RUnlock()
return gm.RecruitingShowAdventureClass != 0
}
// SetRecruitingShowAdventureClass sets whether to show adventure class
func (gm *GuildMember) SetRecruitingShowAdventureClass(show bool) {
gm.mu.Lock()
defer gm.mu.Unlock()
if show {
gm.RecruitingShowAdventureClass = 1
} else {
gm.RecruitingShowAdventureClass = 0
}
}
// GetPointHistory returns a copy of the point history
func (gm *GuildMember) GetPointHistory() []PointHistory {
gm.mu.RLock()
defer gm.mu.RUnlock()
history := make([]PointHistory, len(gm.PointHistory))
copy(history, gm.PointHistory)
return history
}
// AddPointHistory adds a point history entry
func (gm *GuildMember) AddPointHistory(date time.Time, modifiedBy string, points float64, comment string) {
gm.mu.Lock()
defer gm.mu.Unlock()
// Limit history size
if len(gm.PointHistory) >= MaxPointHistory {
// Remove oldest entry
gm.PointHistory = gm.PointHistory[1:]
}
history := PointHistory{
Date: date,
ModifiedBy: modifiedBy,
Points: points,
Comment: comment,
SaveNeeded: true,
}
gm.PointHistory = append(gm.PointHistory, history)
}
// GetMemberInfo returns formatted member information
func (gm *GuildMember) GetMemberInfo(rankName string, isOnline bool) MemberInfo {
gm.mu.RLock()
defer gm.mu.RUnlock()
return MemberInfo{
CharacterID: gm.CharacterID,
Name: gm.Name,
Rank: gm.Rank,
RankName: rankName,
Points: gm.Points,
AdventureClass: gm.AdventureClass,
AdventureLevel: gm.AdventureLevel,
TradeskillClass: gm.TradeskillClass,
TradeskillLevel: gm.TradeskillLevel,
Zone: gm.Zone,
JoinDate: gm.JoinDate,
LastLoginDate: gm.LastLoginDate,
IsOnline: isOnline,
IsRecruiter: gm.MemberFlags&MemberFlagRecruitingForGuild != 0,
Note: gm.Note,
OfficerNote: gm.OfficerNote,
}
}
// GetRecruiterInfo returns formatted recruiter information
func (gm *GuildMember) GetRecruiterInfo(isOnline bool) RecruiterInfo {
gm.mu.RLock()
defer gm.mu.RUnlock()
return RecruiterInfo{
CharacterID: gm.CharacterID,
Name: gm.Name,
Description: gm.RecruiterDescription,
PictureData: gm.GetRecruiterPictureData(), // This will make a copy
ShowAdventureClass: gm.RecruitingShowAdventureClass != 0,
AdventureClass: gm.AdventureClass,
IsOnline: isOnline,
}
}
// UpdatePlayerInfo updates member info from player data
func (gm *GuildMember) UpdatePlayerInfo(playerInfo PlayerInfo) {
gm.mu.Lock()
defer gm.mu.Unlock()
gm.AdventureLevel = playerInfo.AdventureLevel
gm.AdventureClass = playerInfo.AdventureClass
gm.TradeskillLevel = playerInfo.TradeskillLevel
gm.TradeskillClass = playerInfo.TradeskillClass
gm.Zone = playerInfo.Zone
if playerInfo.IsOnline {
gm.LastLoginDate = time.Now()
}
}
// ValidateRank checks if the rank is valid
func (gm *GuildMember) ValidateRank() bool {
gm.mu.RLock()
defer gm.mu.RUnlock()
return gm.Rank >= RankLeader && gm.Rank <= RankRecruit
}
// CanPromote checks if this member can promote another member
func (gm *GuildMember) CanPromote(targetRank int8) bool {
gm.mu.RLock()
defer gm.mu.RUnlock()
// Can only promote members with lower rank (higher rank number)
// Cannot promote to same or higher rank than self
return gm.Rank < targetRank && targetRank > RankLeader
}
// CanDemote checks if this member can demote another member
func (gm *GuildMember) CanDemote(targetRank int8) bool {
gm.mu.RLock()
defer gm.mu.RUnlock()
// Can only demote members with equal or lower rank (same or higher rank number)
// Cannot demote to recruit (already lowest)
return gm.Rank <= targetRank && targetRank < RankRecruit
}
// CanKick checks if this member can kick another member
func (gm *GuildMember) CanKick(targetRank int8) bool {
gm.mu.RLock()
defer gm.mu.RUnlock()
// Can only kick members with lower rank (higher rank number)
return gm.Rank < targetRank
}
// Copy creates a deep copy of the guild member
func (gm *GuildMember) Copy() *GuildMember {
gm.mu.RLock()
defer gm.mu.RUnlock()
newMember := &GuildMember{
CharacterID: gm.CharacterID,
AccountID: gm.AccountID,
RecruiterID: gm.RecruiterID,
Name: gm.Name,
GuildStatus: gm.GuildStatus,
Points: gm.Points,
AdventureClass: gm.AdventureClass,
AdventureLevel: gm.AdventureLevel,
TradeskillClass: gm.TradeskillClass,
TradeskillLevel: gm.TradeskillLevel,
Rank: gm.Rank,
MemberFlags: gm.MemberFlags,
Zone: gm.Zone,
JoinDate: gm.JoinDate,
LastLoginDate: gm.LastLoginDate,
Note: gm.Note,
OfficerNote: gm.OfficerNote,
RecruiterDescription: gm.RecruiterDescription,
RecruitingShowAdventureClass: gm.RecruitingShowAdventureClass,
PointHistory: make([]PointHistory, len(gm.PointHistory)),
}
// Deep copy point history
copy(newMember.PointHistory, gm.PointHistory)
// Deep copy picture data
if gm.RecruiterPictureData != nil {
newMember.RecruiterPictureData = make([]byte, len(gm.RecruiterPictureData))
copy(newMember.RecruiterPictureData, gm.RecruiterPictureData)
}
return newMember
}

323
internal/guilds/types.go Normal file
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package guilds
import (
"sync"
"time"
)
// PointHistory represents a point modification entry in a member's history
type PointHistory struct {
Date time.Time `json:"date" db:"date"`
ModifiedBy string `json:"modified_by" db:"modified_by"`
Comment string `json:"comment" db:"comment"`
Points float64 `json:"points" db:"points"`
SaveNeeded bool `json:"-" db:"-"`
}
// GuildMember represents a member of a guild
type GuildMember struct {
mu sync.RWMutex
CharacterID int32 `json:"character_id" db:"character_id"`
AccountID int32 `json:"account_id" db:"account_id"`
RecruiterID int32 `json:"recruiter_id" db:"recruiter_id"`
Name string `json:"name" db:"name"`
GuildStatus int32 `json:"guild_status" db:"guild_status"`
Points float64 `json:"points" db:"points"`
AdventureClass int8 `json:"adventure_class" db:"adventure_class"`
AdventureLevel int8 `json:"adventure_level" db:"adventure_level"`
TradeskillClass int8 `json:"tradeskill_class" db:"tradeskill_class"`
TradeskillLevel int8 `json:"tradeskill_level" db:"tradeskill_level"`
Rank int8 `json:"rank" db:"rank"`
MemberFlags int8 `json:"member_flags" db:"member_flags"`
Zone string `json:"zone" db:"zone"`
JoinDate time.Time `json:"join_date" db:"join_date"`
LastLoginDate time.Time `json:"last_login_date" db:"last_login_date"`
Note string `json:"note" db:"note"`
OfficerNote string `json:"officer_note" db:"officer_note"`
RecruiterDescription string `json:"recruiter_description" db:"recruiter_description"`
RecruiterPictureData []byte `json:"recruiter_picture_data" db:"recruiter_picture_data"`
RecruitingShowAdventureClass int8 `json:"recruiting_show_adventure_class" db:"recruiting_show_adventure_class"`
PointHistory []PointHistory `json:"point_history" db:"-"`
}
// GuildEvent represents an event in the guild's history
type GuildEvent struct {
EventID int64 `json:"event_id" db:"event_id"`
Date time.Time `json:"date" db:"date"`
Type int32 `json:"type" db:"type"`
Description string `json:"description" db:"description"`
Locked int8 `json:"locked" db:"locked"`
SaveNeeded bool `json:"-" db:"-"`
}
// GuildBankEvent represents an event in a guild bank's history
type GuildBankEvent struct {
EventID int64 `json:"event_id" db:"event_id"`
Date time.Time `json:"date" db:"date"`
Type int32 `json:"type" db:"type"`
Description string `json:"description" db:"description"`
}
// Bank represents a guild bank with its event history
type Bank struct {
Name string `json:"name" db:"name"`
Events []GuildBankEvent `json:"events" db:"-"`
}
// Guild represents a guild with all its properties and members
type Guild struct {
mu sync.RWMutex
id int32
name string
level int8
formedDate time.Time
motd string
expCurrent int64
expToNextLevel int64
recruitingShortDesc string
recruitingFullDesc string
recruitingMinLevel int8
recruitingPlayStyle int8
members map[int32]*GuildMember
guildEvents []GuildEvent
permissions map[int8]map[int8]int8 // rank -> permission -> value
eventFilters map[int8]map[int8]int8 // event_id -> category -> value
recruitingFlags map[int8]int8
recruitingDescTags map[int8]int8
ranks map[int8]string // rank -> name
banks [4]Bank
// Save flags
saveNeeded bool
memberSaveNeeded bool
eventsSaveNeeded bool
ranksSaveNeeded bool
eventFiltersSaveNeeded bool
pointsHistorySaveNeeded bool
recruitingSaveNeeded bool
// Tracking
nextEventID int64
lastModified time.Time
}
// GuildData represents guild data for database operations
type GuildData struct {
ID int32 `json:"id" db:"id"`
Name string `json:"name" db:"name"`
Level int8 `json:"level" db:"level"`
FormedDate time.Time `json:"formed_date" db:"formed_date"`
MOTD string `json:"motd" db:"motd"`
EXPCurrent int64 `json:"exp_current" db:"exp_current"`
EXPToNextLevel int64 `json:"exp_to_next_level" db:"exp_to_next_level"`
RecruitingShortDesc string `json:"recruiting_short_desc" db:"recruiting_short_desc"`
RecruitingFullDesc string `json:"recruiting_full_desc" db:"recruiting_full_desc"`
RecruitingMinLevel int8 `json:"recruiting_min_level" db:"recruiting_min_level"`
RecruitingPlayStyle int8 `json:"recruiting_play_style" db:"recruiting_play_style"`
}
// GuildMemberData represents guild member data for database operations
type GuildMemberData struct {
CharacterID int32 `json:"character_id" db:"character_id"`
GuildID int32 `json:"guild_id" db:"guild_id"`
AccountID int32 `json:"account_id" db:"account_id"`
RecruiterID int32 `json:"recruiter_id" db:"recruiter_id"`
Name string `json:"name" db:"name"`
GuildStatus int32 `json:"guild_status" db:"guild_status"`
Points float64 `json:"points" db:"points"`
AdventureClass int8 `json:"adventure_class" db:"adventure_class"`
AdventureLevel int8 `json:"adventure_level" db:"adventure_level"`
TradeskillClass int8 `json:"tradeskill_class" db:"tradeskill_class"`
TradeskillLevel int8 `json:"tradeskill_level" db:"tradeskill_level"`
Rank int8 `json:"rank" db:"rank"`
MemberFlags int8 `json:"member_flags" db:"member_flags"`
Zone string `json:"zone" db:"zone"`
JoinDate time.Time `json:"join_date" db:"join_date"`
LastLoginDate time.Time `json:"last_login_date" db:"last_login_date"`
Note string `json:"note" db:"note"`
OfficerNote string `json:"officer_note" db:"officer_note"`
RecruiterDescription string `json:"recruiter_description" db:"recruiter_description"`
RecruiterPictureData []byte `json:"recruiter_picture_data" db:"recruiter_picture_data"`
RecruitingShowAdventureClass int8 `json:"recruiting_show_adventure_class" db:"recruiting_show_adventure_class"`
}
// GuildEventData represents guild event data for database operations
type GuildEventData struct {
EventID int64 `json:"event_id" db:"event_id"`
GuildID int32 `json:"guild_id" db:"guild_id"`
Date time.Time `json:"date" db:"date"`
Type int32 `json:"type" db:"type"`
Description string `json:"description" db:"description"`
Locked int8 `json:"locked" db:"locked"`
}
// GuildRankData represents guild rank data for database operations
type GuildRankData struct {
GuildID int32 `json:"guild_id" db:"guild_id"`
Rank int8 `json:"rank" db:"rank"`
Name string `json:"name" db:"name"`
}
// GuildPermissionData represents guild permission data for database operations
type GuildPermissionData struct {
GuildID int32 `json:"guild_id" db:"guild_id"`
Rank int8 `json:"rank" db:"rank"`
Permission int8 `json:"permission" db:"permission"`
Value int8 `json:"value" db:"value"`
}
// GuildEventFilterData represents guild event filter data for database operations
type GuildEventFilterData struct {
GuildID int32 `json:"guild_id" db:"guild_id"`
EventID int8 `json:"event_id" db:"event_id"`
Category int8 `json:"category" db:"category"`
Value int8 `json:"value" db:"value"`
}
// GuildRecruitingData represents guild recruiting data for database operations
type GuildRecruitingData struct {
GuildID int32 `json:"guild_id" db:"guild_id"`
Flag int8 `json:"flag" db:"flag"`
Value int8 `json:"value" db:"value"`
}
// PointHistoryData represents point history data for database operations
type PointHistoryData struct {
CharacterID int32 `json:"character_id" db:"character_id"`
Date time.Time `json:"date" db:"date"`
ModifiedBy string `json:"modified_by" db:"modified_by"`
Comment string `json:"comment" db:"comment"`
Points float64 `json:"points" db:"points"`
}
// GuildList manages all guilds in the system
type GuildList struct {
mu sync.RWMutex
guilds map[int32]*Guild
}
// GuildManager provides high-level guild management
type GuildManager struct {
guildList *GuildList
database GuildDatabase
clientManager ClientManager
playerManager PlayerManager
eventHandler GuildEventHandler
logger LogHandler
}
// GuildStatistics provides guild system usage statistics
type GuildStatistics struct {
TotalGuilds int `json:"total_guilds"`
TotalMembers int `json:"total_members"`
ActiveGuilds int `json:"active_guilds"`
AverageGuildSize float64 `json:"average_guild_size"`
TotalEvents int `json:"total_events"`
TotalRecruiters int `json:"total_recruiters"`
UniqueAccounts int `json:"unique_accounts"`
HighestGuildLevel int8 `json:"highest_guild_level"`
}
// GuildInfo provides basic guild information
type GuildInfo struct {
ID int32 `json:"id"`
Name string `json:"name"`
Level int8 `json:"level"`
FormedDate time.Time `json:"formed_date"`
MOTD string `json:"motd"`
MemberCount int `json:"member_count"`
OnlineMemberCount int `json:"online_member_count"`
RecruiterCount int `json:"recruiter_count"`
RecruitingShortDesc string `json:"recruiting_short_desc"`
RecruitingFullDesc string `json:"recruiting_full_desc"`
RecruitingMinLevel int8 `json:"recruiting_min_level"`
RecruitingPlayStyle int8 `json:"recruiting_play_style"`
IsRecruiting bool `json:"is_recruiting"`
}
// MemberInfo provides guild member information
type MemberInfo struct {
CharacterID int32 `json:"character_id"`
Name string `json:"name"`
Rank int8 `json:"rank"`
RankName string `json:"rank_name"`
Points float64 `json:"points"`
AdventureClass int8 `json:"adventure_class"`
AdventureLevel int8 `json:"adventure_level"`
TradeskillClass int8 `json:"tradeskill_class"`
TradeskillLevel int8 `json:"tradeskill_level"`
Zone string `json:"zone"`
JoinDate time.Time `json:"join_date"`
LastLoginDate time.Time `json:"last_login_date"`
IsOnline bool `json:"is_online"`
IsRecruiter bool `json:"is_recruiter"`
Note string `json:"note"`
OfficerNote string `json:"officer_note"`
}
// GuildRoster represents the complete guild roster
type GuildRoster struct {
GuildInfo GuildInfo `json:"guild_info"`
Members []MemberInfo `json:"members"`
}
// GuildInvite represents a pending guild invitation
type GuildInvite struct {
GuildID int32 `json:"guild_id"`
GuildName string `json:"guild_name"`
CharacterID int32 `json:"character_id"`
CharacterName string `json:"character_name"`
InviterID int32 `json:"inviter_id"`
InviterName string `json:"inviter_name"`
Rank int8 `json:"rank"`
InviteDate time.Time `json:"invite_date"`
ExpiresAt time.Time `json:"expires_at"`
}
// GuildEventInfo provides formatted guild event information
type GuildEventInfo struct {
EventID int64 `json:"event_id"`
Date time.Time `json:"date"`
Type int32 `json:"type"`
TypeName string `json:"type_name"`
Description string `json:"description"`
Locked bool `json:"locked"`
}
// GuildSearchCriteria represents guild search parameters
type GuildSearchCriteria struct {
NamePattern string `json:"name_pattern"`
MinLevel int8 `json:"min_level"`
MaxLevel int8 `json:"max_level"`
MinMembers int `json:"min_members"`
MaxMembers int `json:"max_members"`
RecruitingOnly bool `json:"recruiting_only"`
PlayStyle int8 `json:"play_style"`
RequiredFlags []int8 `json:"required_flags"`
RequiredDescTags []int8 `json:"required_desc_tags"`
ExcludedDescTags []int8 `json:"excluded_desc_tags"`
}
// RecruitingInfo provides detailed recruiting information
type RecruitingInfo struct {
GuildID int32 `json:"guild_id"`
GuildName string `json:"guild_name"`
ShortDesc string `json:"short_desc"`
FullDesc string `json:"full_desc"`
MinLevel int8 `json:"min_level"`
PlayStyle int8 `json:"play_style"`
Flags map[int8]int8 `json:"flags"`
DescTags map[int8]int8 `json:"desc_tags"`
Recruiters []RecruiterInfo `json:"recruiters"`
}
// RecruiterInfo provides recruiter information
type RecruiterInfo struct {
CharacterID int32 `json:"character_id"`
Name string `json:"name"`
Description string `json:"description"`
PictureData []byte `json:"picture_data"`
ShowAdventureClass bool `json:"show_adventure_class"`
AdventureClass int8 `json:"adventure_class"`
IsOnline bool `json:"is_online"`
}

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# Heroic Opportunities System
The Heroic Opportunities (HO) system implements EverQuest II's cooperative combat mechanic where players coordinate ability usage to complete beneficial spell effects.
## Overview
Heroic Opportunities are multi-stage cooperative encounters that require precise timing and coordination. The system consists of two main phases:
1. **Starter Chain Phase**: Players use abilities in sequence to complete a starter chain
2. **Wheel Phase**: Players complete abilities on a randomized wheel within a time limit
## Architecture
### Core Components
#### HeroicOPStarter
Represents starter chains that initiate heroic opportunities:
- **Class Restrictions**: Specific classes can initiate specific starters
- **Ability Sequence**: Up to 6 abilities that must be used in order
- **Completion Marker**: Special marker (0xFFFF) indicates chain completion
#### HeroicOPWheel
Represents the wheel phase with ability completion requirements:
- **Order Types**: Unordered (any sequence) vs Ordered (specific sequence)
- **Shift Capability**: Ability to change to different wheel once per HO
- **Completion Spell**: Spell cast when wheel is successfully completed
- **Chance Weighting**: Probability factor for random wheel selection
#### HeroicOP
Active HO instance with state management:
- **Multi-phase State**: Tracks progression through starter → wheel → completion
- **Timer Management**: Precise timing controls for wheel phase
- **Participant Tracking**: Manages all players involved in the HO
- **Progress Validation**: Ensures abilities match current requirements
### System Flow
```
Player Uses Starter Ability
System Loads Available Starters for Class
Eliminate Non-matching Starters
Starter Complete? → Yes → Select Random Wheel
↓ ↓
No Start Wheel Phase Timer
↓ ↓
Continue Starter Chain Players Complete Abilities
↓ ↓
More Starters? → No → HO Fails All Complete? → Yes → Cast Spell
No → Timer Expired? → Yes → HO Fails
```
## Database Schema
### heroic_ops Table
Stores both starters and wheels with type discrimination:
```sql
CREATE TABLE heroic_ops (
id INTEGER NOT NULL,
ho_type TEXT CHECK(ho_type IN ('Starter', 'Wheel')),
starter_class INTEGER, -- For starters: class restriction
starter_icon INTEGER, -- For starters: initiating icon
starter_link_id INTEGER, -- For wheels: associated starter ID
chain_order INTEGER, -- For wheels: order requirement
shift_icon INTEGER, -- For wheels: shift ability icon
spell_id INTEGER, -- For wheels: completion spell
chance REAL, -- For wheels: selection probability
ability1-6 INTEGER, -- Ability icons
name TEXT,
description TEXT
);
```
### heroic_op_instances Table
Tracks active HO instances:
```sql
CREATE TABLE heroic_op_instances (
id INTEGER PRIMARY KEY,
encounter_id INTEGER,
starter_id INTEGER,
wheel_id INTEGER,
state INTEGER,
countered_1-6 INTEGER, -- Completion status per ability
shift_used INTEGER,
time_remaining INTEGER,
-- ... additional fields
);
```
## Key Features
### Multi-Class Initiation
- Specific classes can initiate specific starter chains
- Universal starters (class 0) available to all classes
- Class validation ensures proper HO eligibility
### Dynamic Wheel Selection
- Random selection from available wheels per starter
- Weighted probability based on chance values
- Prevents predictable HO patterns
### Wheel Shifting
- **One-time ability** to change wheels during wheel phase
- **Timing Restrictions**: Only before progress (unordered) or at start (ordered)
- **Strategic Element**: Allows adaptation to group composition
### Precise Timing
- Configurable wheel phase timers (default 10 seconds)
- Millisecond precision for fair completion windows
- Automatic cleanup of expired HOs
### Order Enforcement
- **Unordered Wheels**: Any ability can be completed in any sequence
- **Ordered Wheels**: Abilities must be completed in specific order
- **Validation**: System prevents invalid ability usage
## Usage Examples
### Starting a Heroic Opportunity
```go
// Initialize HO manager
manager := NewHeroicOPManager(masterList, database, clientManager, encounterManager, playerManager)
manager.Initialize(ctx, config)
// Start HO for encounter
ho, err := manager.StartHeroicOpportunity(ctx, encounterID, initiatorCharacterID)
if err != nil {
return fmt.Errorf("failed to start HO: %w", err)
}
```
### Processing Player Abilities
```go
// Player uses ability during HO
err := manager.ProcessAbility(ctx, ho.ID, characterID, abilityIcon)
if err != nil {
// Ability not allowed or HO in wrong state
return err
}
// Check if HO completed
if ho.IsComplete() {
// Completion spell will be cast automatically
log.Printf("HO completed by character %d", ho.CompletedBy)
}
```
### Timer Management
```go
// Update all active HO timers (called periodically)
manager.UpdateTimers(ctx, deltaMilliseconds)
// Expired HOs are automatically failed and cleaned up
```
## Client Communication
### Packet Types
- **HO Start**: Initial HO initiation notification
- **HO Update**: Wheel phase updates with ability icons
- **HO Progress**: Real-time completion progress
- **HO Timer**: Timer countdown updates
- **HO Complete**: Success/failure notification
- **HO Shift**: Wheel change notification
### Real-time Updates
- Participants receive immediate feedback on ability usage
- Progress updates show completion status
- Timer updates maintain urgency during wheel phase
## Configuration
### System Parameters
```go
config := &HeroicOPConfig{
DefaultWheelTimer: 10000, // 10 seconds in milliseconds
MaxConcurrentHOs: 3, // Per encounter
EnableLogging: true,
EnableStatistics: true,
EnableShifting: true,
RequireClassMatch: true,
}
```
### Performance Tuning
- **Concurrent HOs**: Limit simultaneous HOs per encounter
- **Cleanup Intervals**: Regular removal of expired instances
- **Database Batching**: Efficient event logging
- **Memory Management**: Instance pooling for high-traffic servers
## Integration Points
### Spell System Integration
- Completion spells cast through spell manager
- Spell validation and effect application
- Integration with existing spell mechanics
### Encounter System Integration
- HO availability tied to active encounters
- Participant validation through encounter membership
- Encounter end triggers HO cleanup
### Player System Integration
- Class validation for starter eligibility
- Ability validation for wheel completion
- Player state checking (online, in combat, etc.)
## Error Handling
### Common Error Scenarios
- **Invalid State**: Ability used when HO not in correct phase
- **Timer Expired**: Wheel phase timeout
- **Ability Not Allowed**: Ability doesn't match current requirements
- **Shift Already Used**: Attempting multiple shifts
- **Player Not in Encounter**: Participant validation failure
### Recovery Mechanisms
- Automatic HO failure on unrecoverable errors
- Client notification of error conditions
- Logging for debugging and analysis
- Graceful degradation when components unavailable
## Thread Safety
All core components use proper Go concurrency patterns:
- **RWMutex Protection**: Reader-writer locks for shared data
- **Atomic Operations**: Lock-free operations where possible
- **Context Cancellation**: Proper cleanup on shutdown
- **Channel Communication**: Safe inter-goroutine messaging
## Performance Considerations
### Memory Management
- Object pooling for frequently created instances
- Efficient cleanup of expired HOs
- Bounded history retention
### Database Optimization
- Indexed queries for fast lookups
- Batch operations for event logging
- Connection pooling for concurrent access
### Network Efficiency
- Minimal packet sizes for real-time updates
- Client version-specific optimizations
- Broadcast optimization for group updates
## Testing
### Unit Tests
- Individual component validation
- State machine testing
- Error condition handling
- Concurrent access patterns
### Integration Tests
- Full HO lifecycle scenarios
- Multi-player coordination
- Database persistence validation
- Client communication verification
## Future Enhancements
### Planned Features
- **Lua Scripting**: Custom HO behaviors
- **Advanced Statistics**: Detailed analytics
- **Dynamic Difficulty**: Adaptive timer adjustments
- **Guild Coordination**: Guild-wide HO tracking
### Scalability Improvements
- **Clustering Support**: Multi-server HO coordination
- **Caching Layer**: Redis integration for high-traffic
- **Async Processing**: Background HO processing
- **Load Balancing**: Distribution across game servers
## Conversion Notes
This Go implementation maintains full compatibility with the original C++ EQ2EMu system while modernizing the architecture:
- **Thread Safety**: Proper Go concurrency patterns
- **Error Handling**: Comprehensive error wrapping
- **Context Usage**: Cancellation and timeout support
- **Interface Design**: Modular, testable components
- **Database Integration**: Modern query patterns
All original functionality has been preserved, including complex mechanics like wheel shifting, ordered/unordered completion, and precise timing requirements.

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package heroic_ops
// Heroic Opportunity Constants
const (
// Maximum number of abilities in a starter chain or wheel
MaxAbilities = 6
// Special ability icon values
AbilityIconAny = 0xFFFF // Wildcard - any ability can be used
AbilityIconNone = 0 // No ability required
// Default wheel timer (in seconds)
DefaultWheelTimerSeconds = 10
// HO Types in database
HOTypeStarter = "Starter"
HOTypeWheel = "Wheel"
// Wheel order types
WheelOrderUnordered = 0 // Abilities can be completed in any order
WheelOrderOrdered = 1 // Abilities must be completed in sequence
// HO States
HOStateInactive = iota
HOStateStarterChain
HOStateWheelPhase
HOStateComplete
HOStateFailed
// Maximum number of concurrent heroic opportunities per encounter
MaxConcurrentHOs = 3
// Chance calculation constants
MinChance = 0.0
MaxChance = 100.0
// Timer constants (in milliseconds)
WheelTimerCheckInterval = 100
StarterChainTimeout = 30000 // 30 seconds
WheelPhaseTimeout = 10000 // 10 seconds (configurable)
// Special shift states
ShiftNotUsed = 0
ShiftUsed = 1
// HO completion status
HONotComplete = 0
HOComplete = 1
// Class restrictions (matches EQ2 class IDs)
ClassAny = 0 // Any class can initiate
// Packet constants
PacketHeroicOpportunity = "WS_HeroicOpportunity"
// Error messages
ErrHONotFound = "heroic opportunity not found"
ErrHOInvalidState = "heroic opportunity in invalid state"
ErrHOAbilityNotAllowed = "ability not allowed for current heroic opportunity"
ErrHOTimerExpired = "heroic opportunity timer expired"
ErrHOAlreadyComplete = "heroic opportunity already complete"
ErrHOShiftAlreadyUsed = "wheel shift already used"
ErrHOWheelNotFound = "no wheel found for starter"
// Database constants
MaxHONameLength = 255
MaxHODescriptionLength = 1000
MaxDatabaseRetries = 3
// Memory management
DefaultHOPoolSize = 100
DefaultStarterCache = 500
DefaultWheelCache = 1000
MaxHOHistoryEntries = 50
)
// Heroic Opportunity Event Types for logging and statistics
const (
EventHOStarted = iota + 1
EventHOCompleted
EventHOFailed
EventHOTimerExpired
EventHOAbilityUsed
EventHOWheelShifted
EventHOStarterMatched
EventHOStarterEliminated
EventHOWheelSelected
EventHOProgressMade
)
// Ability icon mappings for common abilities
var CommonAbilityIcons = map[string]int16{
"melee": 1,
"spell": 2,
"divine": 3,
"combat": 4,
"heroic": 5,
"elemental": 6,
}
// Default class names for debugging
var ClassNames = map[int8]string{
0: "Any",
1: "Fighter",
2: "Warrior",
3: "Guardian",
4: "Berserker",
5: "Brawler",
6: "Monk",
7: "Bruiser",
8: "Crusader",
9: "Paladin",
10: "Shadow Knight",
11: "Priest",
12: "Cleric",
13: "Templar",
14: "Inquisitor",
15: "Druid",
16: "Warden",
17: "Fury",
18: "Shaman",
19: "Mystic",
20: "Defiler",
21: "Mage",
22: "Sorcerer",
23: "Wizard",
24: "Warlock",
25: "Enchanter",
26: "Illusionist",
27: "Coercer",
28: "Summoner",
29: "Necromancer",
30: "Conjuror",
31: "Scout",
32: "Rogue",
33: "Swashbuckler",
34: "Brigand",
35: "Bard",
36: "Troubador",
37: "Dirge",
38: "Predator",
39: "Ranger",
40: "Assassin",
}

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package heroic_ops
import (
"context"
"fmt"
"time"
"eq2emu/internal/database"
)
// DatabaseHeroicOPManager implements HeroicOPDatabase interface using the existing database wrapper
type DatabaseHeroicOPManager struct {
db *database.DB
}
// NewDatabaseHeroicOPManager creates a new database heroic OP manager
func NewDatabaseHeroicOPManager(db *database.DB) *DatabaseHeroicOPManager {
return &DatabaseHeroicOPManager{
db: db,
}
}
// LoadStarters retrieves all starters from database
func (dhom *DatabaseHeroicOPManager) LoadStarters(ctx context.Context) ([]HeroicOPData, error) {
query := `SELECT id, ho_type, starter_class, starter_icon, 0 as starter_link_id,
0 as chain_order, 0 as shift_icon, 0 as spell_id, 0.0 as chance,
ability1, ability2, ability3, ability4, ability5, ability6,
name, description FROM heroic_ops WHERE ho_type = ?`
rows, err := dhom.db.QueryContext(ctx, query, HOTypeStarter)
if err != nil {
return nil, fmt.Errorf("failed to query heroic op starters: %w", err)
}
defer rows.Close()
var starters []HeroicOPData
for rows.Next() {
var starter HeroicOPData
var name, description *string
err := rows.Scan(
&starter.ID,
&starter.HOType,
&starter.StarterClass,
&starter.StarterIcon,
&starter.StarterLinkID,
&starter.ChainOrder,
&starter.ShiftIcon,
&starter.SpellID,
&starter.Chance,
&starter.Ability1,
&starter.Ability2,
&starter.Ability3,
&starter.Ability4,
&starter.Ability5,
&starter.Ability6,
&name,
&description,
)
if err != nil {
return nil, fmt.Errorf("failed to scan heroic op starter row: %w", err)
}
// Handle nullable fields
if name != nil {
starter.Name = *name
}
if description != nil {
starter.Description = *description
}
starters = append(starters, starter)
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating heroic op starter rows: %w", err)
}
return starters, nil
}
// LoadStarter retrieves a specific starter from database
func (dhom *DatabaseHeroicOPManager) LoadStarter(ctx context.Context, starterID int32) (*HeroicOPData, error) {
query := `SELECT id, ho_type, starter_class, starter_icon, 0 as starter_link_id,
0 as chain_order, 0 as shift_icon, 0 as spell_id, 0.0 as chance,
ability1, ability2, ability3, ability4, ability5, ability6,
name, description FROM heroic_ops WHERE id = ? AND ho_type = ?`
var starter HeroicOPData
var name, description *string
err := dhom.db.QueryRowContext(ctx, query, starterID, HOTypeStarter).Scan(
&starter.ID,
&starter.HOType,
&starter.StarterClass,
&starter.StarterIcon,
&starter.StarterLinkID,
&starter.ChainOrder,
&starter.ShiftIcon,
&starter.SpellID,
&starter.Chance,
&starter.Ability1,
&starter.Ability2,
&starter.Ability3,
&starter.Ability4,
&starter.Ability5,
&starter.Ability6,
&name,
&description,
)
if err != nil {
return nil, fmt.Errorf("failed to load heroic op starter %d: %w", starterID, err)
}
// Handle nullable fields
if name != nil {
starter.Name = *name
}
if description != nil {
starter.Description = *description
}
return &starter, nil
}
// LoadWheels retrieves all wheels from database
func (dhom *DatabaseHeroicOPManager) LoadWheels(ctx context.Context) ([]HeroicOPData, error) {
query := `SELECT id, ho_type, 0 as starter_class, 0 as starter_icon, starter_link_id,
chain_order, shift_icon, spell_id, chance,
ability1, ability2, ability3, ability4, ability5, ability6,
name, description FROM heroic_ops WHERE ho_type = ?`
rows, err := dhom.db.QueryContext(ctx, query, HOTypeWheel)
if err != nil {
return nil, fmt.Errorf("failed to query heroic op wheels: %w", err)
}
defer rows.Close()
var wheels []HeroicOPData
for rows.Next() {
var wheel HeroicOPData
var name, description *string
err := rows.Scan(
&wheel.ID,
&wheel.HOType,
&wheel.StarterClass,
&wheel.StarterIcon,
&wheel.StarterLinkID,
&wheel.ChainOrder,
&wheel.ShiftIcon,
&wheel.SpellID,
&wheel.Chance,
&wheel.Ability1,
&wheel.Ability2,
&wheel.Ability3,
&wheel.Ability4,
&wheel.Ability5,
&wheel.Ability6,
&name,
&description,
)
if err != nil {
return nil, fmt.Errorf("failed to scan heroic op wheel row: %w", err)
}
// Handle nullable fields
if name != nil {
wheel.Name = *name
}
if description != nil {
wheel.Description = *description
}
wheels = append(wheels, wheel)
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating heroic op wheel rows: %w", err)
}
return wheels, nil
}
// LoadWheelsForStarter retrieves wheels for a specific starter
func (dhom *DatabaseHeroicOPManager) LoadWheelsForStarter(ctx context.Context, starterID int32) ([]HeroicOPData, error) {
query := `SELECT id, ho_type, 0 as starter_class, 0 as starter_icon, starter_link_id,
chain_order, shift_icon, spell_id, chance,
ability1, ability2, ability3, ability4, ability5, ability6,
name, description FROM heroic_ops WHERE starter_link_id = ? AND ho_type = ?`
rows, err := dhom.db.QueryContext(ctx, query, starterID, HOTypeWheel)
if err != nil {
return nil, fmt.Errorf("failed to query wheels for starter %d: %w", starterID, err)
}
defer rows.Close()
var wheels []HeroicOPData
for rows.Next() {
var wheel HeroicOPData
var name, description *string
err := rows.Scan(
&wheel.ID,
&wheel.HOType,
&wheel.StarterClass,
&wheel.StarterIcon,
&wheel.StarterLinkID,
&wheel.ChainOrder,
&wheel.ShiftIcon,
&wheel.SpellID,
&wheel.Chance,
&wheel.Ability1,
&wheel.Ability2,
&wheel.Ability3,
&wheel.Ability4,
&wheel.Ability5,
&wheel.Ability6,
&name,
&description,
)
if err != nil {
return nil, fmt.Errorf("failed to scan wheel row: %w", err)
}
// Handle nullable fields
if name != nil {
wheel.Name = *name
}
if description != nil {
wheel.Description = *description
}
wheels = append(wheels, wheel)
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating wheel rows: %w", err)
}
return wheels, nil
}
// LoadWheel retrieves a specific wheel from database
func (dhom *DatabaseHeroicOPManager) LoadWheel(ctx context.Context, wheelID int32) (*HeroicOPData, error) {
query := `SELECT id, ho_type, 0 as starter_class, 0 as starter_icon, starter_link_id,
chain_order, shift_icon, spell_id, chance,
ability1, ability2, ability3, ability4, ability5, ability6,
name, description FROM heroic_ops WHERE id = ? AND ho_type = ?`
var wheel HeroicOPData
var name, description *string
err := dhom.db.QueryRowContext(ctx, query, wheelID, HOTypeWheel).Scan(
&wheel.ID,
&wheel.HOType,
&wheel.StarterClass,
&wheel.StarterIcon,
&wheel.StarterLinkID,
&wheel.ChainOrder,
&wheel.ShiftIcon,
&wheel.SpellID,
&wheel.Chance,
&wheel.Ability1,
&wheel.Ability2,
&wheel.Ability3,
&wheel.Ability4,
&wheel.Ability5,
&wheel.Ability6,
&name,
&description,
)
if err != nil {
return nil, fmt.Errorf("failed to load heroic op wheel %d: %w", wheelID, err)
}
// Handle nullable fields
if name != nil {
wheel.Name = *name
}
if description != nil {
wheel.Description = *description
}
return &wheel, nil
}
// SaveStarter saves a heroic op starter
func (dhom *DatabaseHeroicOPManager) SaveStarter(ctx context.Context, starter *HeroicOPStarter) error {
query := `INSERT OR REPLACE INTO heroic_ops
(id, ho_type, starter_class, starter_icon, starter_link_id, chain_order,
shift_icon, spell_id, chance, ability1, ability2, ability3, ability4,
ability5, ability6, name, description)
VALUES (?, ?, ?, ?, 0, 0, 0, 0, 0.0, ?, ?, ?, ?, ?, ?, ?, ?)`
_, err := dhom.db.ExecContext(ctx, query,
starter.ID,
HOTypeStarter,
starter.StartClass,
starter.StarterIcon,
starter.Abilities[0],
starter.Abilities[1],
starter.Abilities[2],
starter.Abilities[3],
starter.Abilities[4],
starter.Abilities[5],
starter.Name,
starter.Description,
)
if err != nil {
return fmt.Errorf("failed to save heroic op starter %d: %w", starter.ID, err)
}
return nil
}
// SaveWheel saves a heroic op wheel
func (dhom *DatabaseHeroicOPManager) SaveWheel(ctx context.Context, wheel *HeroicOPWheel) error {
query := `INSERT OR REPLACE INTO heroic_ops
(id, ho_type, starter_class, starter_icon, starter_link_id, chain_order,
shift_icon, spell_id, chance, ability1, ability2, ability3, ability4,
ability5, ability6, name, description)
VALUES (?, ?, 0, 0, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)`
_, err := dhom.db.ExecContext(ctx, query,
wheel.ID,
HOTypeWheel,
wheel.StarterLinkID,
wheel.Order,
wheel.ShiftIcon,
wheel.SpellID,
wheel.Chance,
wheel.Abilities[0],
wheel.Abilities[1],
wheel.Abilities[2],
wheel.Abilities[3],
wheel.Abilities[4],
wheel.Abilities[5],
wheel.Name,
wheel.Description,
)
if err != nil {
return fmt.Errorf("failed to save heroic op wheel %d: %w", wheel.ID, err)
}
return nil
}
// DeleteStarter removes a starter from database
func (dhom *DatabaseHeroicOPManager) DeleteStarter(ctx context.Context, starterID int32) error {
// Use a transaction to delete starter and associated wheels
tx, err := dhom.db.BeginTx(ctx, nil)
if err != nil {
return fmt.Errorf("failed to begin transaction: %w", err)
}
defer tx.Rollback()
// Delete associated wheels first
_, err = tx.ExecContext(ctx, "DELETE FROM heroic_ops WHERE starter_link_id = ? AND ho_type = ?",
starterID, HOTypeWheel)
if err != nil {
return fmt.Errorf("failed to delete wheels for starter %d: %w", starterID, err)
}
// Delete the starter
_, err = tx.ExecContext(ctx, "DELETE FROM heroic_ops WHERE id = ? AND ho_type = ?",
starterID, HOTypeStarter)
if err != nil {
return fmt.Errorf("failed to delete starter %d: %w", starterID, err)
}
if err := tx.Commit(); err != nil {
return fmt.Errorf("failed to commit transaction: %w", err)
}
return nil
}
// DeleteWheel removes a wheel from database
func (dhom *DatabaseHeroicOPManager) DeleteWheel(ctx context.Context, wheelID int32) error {
_, err := dhom.db.ExecContext(ctx, "DELETE FROM heroic_ops WHERE id = ? AND ho_type = ?",
wheelID, HOTypeWheel)
if err != nil {
return fmt.Errorf("failed to delete wheel %d: %w", wheelID, err)
}
return nil
}
// SaveHOInstance saves a heroic opportunity instance
func (dhom *DatabaseHeroicOPManager) SaveHOInstance(ctx context.Context, ho *HeroicOP) error {
query := `INSERT OR REPLACE INTO heroic_op_instances
(id, encounter_id, starter_id, wheel_id, state, start_time, wheel_start_time,
time_remaining, total_time, complete, countered_1, countered_2, countered_3,
countered_4, countered_5, countered_6, shift_used, starter_progress,
completed_by, spell_name, spell_description)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)`
startTimeUnix := ho.StartTime.Unix()
wheelStartTimeUnix := ho.WheelStartTime.Unix()
_, err := dhom.db.ExecContext(ctx, query,
ho.ID,
ho.EncounterID,
ho.StarterID,
ho.WheelID,
ho.State,
startTimeUnix,
wheelStartTimeUnix,
ho.TimeRemaining,
ho.TotalTime,
ho.Complete,
ho.Countered[0],
ho.Countered[1],
ho.Countered[2],
ho.Countered[3],
ho.Countered[4],
ho.Countered[5],
ho.ShiftUsed,
ho.StarterProgress,
ho.CompletedBy,
ho.SpellName,
ho.SpellDescription,
)
if err != nil {
return fmt.Errorf("failed to save HO instance %d: %w", ho.ID, err)
}
return nil
}
// LoadHOInstance retrieves a heroic opportunity instance
func (dhom *DatabaseHeroicOPManager) LoadHOInstance(ctx context.Context, instanceID int64) (*HeroicOP, error) {
query := `SELECT id, encounter_id, starter_id, wheel_id, state, start_time, wheel_start_time,
time_remaining, total_time, complete, countered_1, countered_2, countered_3,
countered_4, countered_5, countered_6, shift_used, starter_progress,
completed_by, spell_name, spell_description
FROM heroic_op_instances WHERE id = ?`
var ho HeroicOP
var startTimeUnix, wheelStartTimeUnix int64
var spellName, spellDescription *string
err := dhom.db.QueryRowContext(ctx, query, instanceID).Scan(
&ho.ID,
&ho.EncounterID,
&ho.StarterID,
&ho.WheelID,
&ho.State,
&startTimeUnix,
&wheelStartTimeUnix,
&ho.TimeRemaining,
&ho.TotalTime,
&ho.Complete,
&ho.Countered[0],
&ho.Countered[1],
&ho.Countered[2],
&ho.Countered[3],
&ho.Countered[4],
&ho.Countered[5],
&ho.ShiftUsed,
&ho.StarterProgress,
&ho.CompletedBy,
&spellName,
&spellDescription,
)
if err != nil {
return nil, fmt.Errorf("failed to load HO instance %d: %w", instanceID, err)
}
// Convert timestamps
ho.StartTime = time.Unix(startTimeUnix, 0)
ho.WheelStartTime = time.Unix(wheelStartTimeUnix, 0)
// Handle nullable fields
if spellName != nil {
ho.SpellName = *spellName
}
if spellDescription != nil {
ho.SpellDescription = *spellDescription
}
// Initialize maps
ho.Participants = make(map[int32]bool)
ho.CurrentStarters = make([]int32, 0)
return &ho, nil
}
// DeleteHOInstance removes a heroic opportunity instance
func (dhom *DatabaseHeroicOPManager) DeleteHOInstance(ctx context.Context, instanceID int64) error {
_, err := dhom.db.ExecContext(ctx, "DELETE FROM heroic_op_instances WHERE id = ?", instanceID)
if err != nil {
return fmt.Errorf("failed to delete HO instance %d: %w", instanceID, err)
}
return nil
}
// SaveHOEvent saves a heroic opportunity event
func (dhom *DatabaseHeroicOPManager) SaveHOEvent(ctx context.Context, event *HeroicOPEvent) error {
query := `INSERT INTO heroic_op_events
(id, instance_id, event_type, character_id, ability_icon, timestamp, data)
VALUES (?, ?, ?, ?, ?, ?, ?)`
timestampUnix := event.Timestamp.Unix()
_, err := dhom.db.ExecContext(ctx, query,
event.ID,
event.InstanceID,
event.EventType,
event.CharacterID,
event.AbilityIcon,
timestampUnix,
event.Data,
)
if err != nil {
return fmt.Errorf("failed to save HO event %d: %w", event.ID, err)
}
return nil
}
// LoadHOEvents retrieves events for a heroic opportunity instance
func (dhom *DatabaseHeroicOPManager) LoadHOEvents(ctx context.Context, instanceID int64) ([]HeroicOPEvent, error) {
query := `SELECT id, instance_id, event_type, character_id, ability_icon, timestamp, data
FROM heroic_op_events WHERE instance_id = ? ORDER BY timestamp ASC`
rows, err := dhom.db.QueryContext(ctx, query, instanceID)
if err != nil {
return nil, fmt.Errorf("failed to query HO events for instance %d: %w", instanceID, err)
}
defer rows.Close()
var events []HeroicOPEvent
for rows.Next() {
var event HeroicOPEvent
var timestampUnix int64
var data *string
err := rows.Scan(
&event.ID,
&event.InstanceID,
&event.EventType,
&event.CharacterID,
&event.AbilityIcon,
&timestampUnix,
&data,
)
if err != nil {
return nil, fmt.Errorf("failed to scan HO event row: %w", err)
}
event.Timestamp = time.Unix(timestampUnix, 0)
if data != nil {
event.Data = *data
}
events = append(events, event)
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating HO event rows: %w", err)
}
return events, nil
}
// GetHOStatistics retrieves statistics for a character
func (dhom *DatabaseHeroicOPManager) GetHOStatistics(ctx context.Context, characterID int32) (*HeroicOPStatistics, error) {
// This is a simplified implementation - in practice you'd want more complex statistics
stats := &HeroicOPStatistics{
ParticipationStats: make(map[int32]int64),
}
// Count total HOs started by this character
query := `SELECT COUNT(*) FROM heroic_op_events
WHERE character_id = ? AND event_type = ?`
err := dhom.db.QueryRowContext(ctx, query, characterID, EventHOStarted).Scan(&stats.TotalHOsStarted)
if err != nil {
return nil, fmt.Errorf("failed to get HO started count: %w", err)
}
// Count total HOs completed by this character
query = `SELECT COUNT(*) FROM heroic_op_events
WHERE character_id = ? AND event_type = ?`
err = dhom.db.QueryRowContext(ctx, query, characterID, EventHOCompleted).Scan(&stats.TotalHOsCompleted)
if err != nil {
return nil, fmt.Errorf("failed to get HO completed count: %w", err)
}
// Calculate success rate
if stats.TotalHOsStarted > 0 {
stats.SuccessRate = float64(stats.TotalHOsCompleted) / float64(stats.TotalHOsStarted) * 100.0
}
stats.ParticipationStats[characterID] = stats.TotalHOsStarted
return stats, nil
}
// GetNextStarterID returns the next available starter ID
func (dhom *DatabaseHeroicOPManager) GetNextStarterID(ctx context.Context) (int32, error) {
query := "SELECT COALESCE(MAX(id), 0) + 1 FROM heroic_ops WHERE ho_type = ?"
var nextID int32
err := dhom.db.QueryRowContext(ctx, query, HOTypeStarter).Scan(&nextID)
if err != nil {
return 0, fmt.Errorf("failed to get next starter ID: %w", err)
}
return nextID, nil
}
// GetNextWheelID returns the next available wheel ID
func (dhom *DatabaseHeroicOPManager) GetNextWheelID(ctx context.Context) (int32, error) {
query := "SELECT COALESCE(MAX(id), 0) + 1 FROM heroic_ops WHERE ho_type = ?"
var nextID int32
err := dhom.db.QueryRowContext(ctx, query, HOTypeWheel).Scan(&nextID)
if err != nil {
return 0, fmt.Errorf("failed to get next wheel ID: %w", err)
}
return nextID, nil
}
// GetNextInstanceID returns the next available instance ID
func (dhom *DatabaseHeroicOPManager) GetNextInstanceID(ctx context.Context) (int64, error) {
query := "SELECT COALESCE(MAX(id), 0) + 1 FROM heroic_op_instances"
var nextID int64
err := dhom.db.QueryRowContext(ctx, query).Scan(&nextID)
if err != nil {
return 0, fmt.Errorf("failed to get next instance ID: %w", err)
}
return nextID, nil
}
// EnsureHOTables creates the heroic opportunity tables if they don't exist
func (dhom *DatabaseHeroicOPManager) EnsureHOTables(ctx context.Context) error {
queries := []string{
`CREATE TABLE IF NOT EXISTS heroic_ops (
id INTEGER NOT NULL,
ho_type TEXT NOT NULL CHECK(ho_type IN ('Starter', 'Wheel')),
starter_class INTEGER NOT NULL DEFAULT 0,
starter_icon INTEGER NOT NULL DEFAULT 0,
starter_link_id INTEGER NOT NULL DEFAULT 0,
chain_order INTEGER NOT NULL DEFAULT 0,
shift_icon INTEGER NOT NULL DEFAULT 0,
spell_id INTEGER NOT NULL DEFAULT 0,
chance REAL NOT NULL DEFAULT 1.0,
ability1 INTEGER NOT NULL DEFAULT 0,
ability2 INTEGER NOT NULL DEFAULT 0,
ability3 INTEGER NOT NULL DEFAULT 0,
ability4 INTEGER NOT NULL DEFAULT 0,
ability5 INTEGER NOT NULL DEFAULT 0,
ability6 INTEGER NOT NULL DEFAULT 0,
name TEXT DEFAULT '',
description TEXT DEFAULT '',
created_at DATETIME DEFAULT CURRENT_TIMESTAMP,
updated_at DATETIME DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (id, ho_type)
)`,
`CREATE TABLE IF NOT EXISTS heroic_op_instances (
id INTEGER PRIMARY KEY,
encounter_id INTEGER NOT NULL,
starter_id INTEGER NOT NULL DEFAULT 0,
wheel_id INTEGER NOT NULL DEFAULT 0,
state INTEGER NOT NULL DEFAULT 0,
start_time INTEGER NOT NULL,
wheel_start_time INTEGER NOT NULL DEFAULT 0,
time_remaining INTEGER NOT NULL DEFAULT 0,
total_time INTEGER NOT NULL DEFAULT 0,
complete INTEGER NOT NULL DEFAULT 0,
countered_1 INTEGER NOT NULL DEFAULT 0,
countered_2 INTEGER NOT NULL DEFAULT 0,
countered_3 INTEGER NOT NULL DEFAULT 0,
countered_4 INTEGER NOT NULL DEFAULT 0,
countered_5 INTEGER NOT NULL DEFAULT 0,
countered_6 INTEGER NOT NULL DEFAULT 0,
shift_used INTEGER NOT NULL DEFAULT 0,
starter_progress INTEGER NOT NULL DEFAULT 0,
completed_by INTEGER NOT NULL DEFAULT 0,
spell_name TEXT DEFAULT '',
spell_description TEXT DEFAULT '',
created_at DATETIME DEFAULT CURRENT_TIMESTAMP
)`,
`CREATE TABLE IF NOT EXISTS heroic_op_events (
id INTEGER PRIMARY KEY AUTOINCREMENT,
instance_id INTEGER NOT NULL,
event_type INTEGER NOT NULL,
character_id INTEGER NOT NULL,
ability_icon INTEGER NOT NULL DEFAULT 0,
timestamp INTEGER NOT NULL,
data TEXT DEFAULT '',
FOREIGN KEY (instance_id) REFERENCES heroic_op_instances(id) ON DELETE CASCADE
)`,
}
for i, query := range queries {
_, err := dhom.db.ExecContext(ctx, query)
if err != nil {
return fmt.Errorf("failed to create HO table %d: %w", i+1, err)
}
}
// Create indexes for better performance
indexes := []string{
`CREATE INDEX IF NOT EXISTS idx_heroic_ops_type ON heroic_ops(ho_type)`,
`CREATE INDEX IF NOT EXISTS idx_heroic_ops_class ON heroic_ops(starter_class)`,
`CREATE INDEX IF NOT EXISTS idx_heroic_ops_link ON heroic_ops(starter_link_id)`,
`CREATE INDEX IF NOT EXISTS idx_ho_instances_encounter ON heroic_op_instances(encounter_id)`,
`CREATE INDEX IF NOT EXISTS idx_ho_instances_state ON heroic_op_instances(state)`,
`CREATE INDEX IF NOT EXISTS idx_ho_events_instance ON heroic_op_events(instance_id)`,
`CREATE INDEX IF NOT EXISTS idx_ho_events_character ON heroic_op_events(character_id)`,
`CREATE INDEX IF NOT EXISTS idx_ho_events_type ON heroic_op_events(event_type)`,
`CREATE INDEX IF NOT EXISTS idx_ho_events_timestamp ON heroic_op_events(timestamp)`,
}
for i, query := range indexes {
_, err := dhom.db.ExecContext(ctx, query)
if err != nil {
return fmt.Errorf("failed to create HO index %d: %w", i+1, err)
}
}
return nil
}

View File

@ -0,0 +1,722 @@
package heroic_ops
import (
"fmt"
"math/rand"
"sync"
"time"
)
// NewHeroicOPStarter creates a new heroic opportunity starter
func NewHeroicOPStarter(id int32, startClass int8, starterIcon int16) *HeroicOPStarter {
return &HeroicOPStarter{
ID: id,
StartClass: startClass,
StarterIcon: starterIcon,
Abilities: [6]int16{},
SaveNeeded: false,
}
}
// Copy creates a deep copy of the starter
func (hos *HeroicOPStarter) Copy() *HeroicOPStarter {
hos.mu.RLock()
defer hos.mu.RUnlock()
newStarter := &HeroicOPStarter{
ID: hos.ID,
StartClass: hos.StartClass,
StarterIcon: hos.StarterIcon,
Abilities: hos.Abilities, // Arrays are copied by value
Name: hos.Name,
Description: hos.Description,
SaveNeeded: false,
}
return newStarter
}
// GetAbility returns the ability icon at the specified position
func (hos *HeroicOPStarter) GetAbility(position int) int16 {
hos.mu.RLock()
defer hos.mu.RUnlock()
if position < 0 || position >= MaxAbilities {
return AbilityIconNone
}
return hos.Abilities[position]
}
// SetAbility sets the ability icon at the specified position
func (hos *HeroicOPStarter) SetAbility(position int, abilityIcon int16) bool {
hos.mu.Lock()
defer hos.mu.Unlock()
if position < 0 || position >= MaxAbilities {
return false
}
hos.Abilities[position] = abilityIcon
hos.SaveNeeded = true
return true
}
// IsComplete checks if the starter chain is complete (has completion marker)
func (hos *HeroicOPStarter) IsComplete(position int) bool {
hos.mu.RLock()
defer hos.mu.RUnlock()
if position < 0 || position >= MaxAbilities {
return false
}
return hos.Abilities[position] == AbilityIconAny
}
// CanInitiate checks if the specified class can initiate this starter
func (hos *HeroicOPStarter) CanInitiate(playerClass int8) bool {
hos.mu.RLock()
defer hos.mu.RUnlock()
return hos.StartClass == ClassAny || hos.StartClass == playerClass
}
// MatchesAbility checks if the given ability matches the current position
func (hos *HeroicOPStarter) MatchesAbility(position int, abilityIcon int16) bool {
hos.mu.RLock()
defer hos.mu.RUnlock()
if position < 0 || position >= MaxAbilities {
return false
}
requiredAbility := hos.Abilities[position]
// Wildcard matches any ability
if requiredAbility == AbilityIconAny {
return true
}
// Exact match required
return requiredAbility == abilityIcon
}
// Validate checks if the starter is properly configured
func (hos *HeroicOPStarter) Validate() error {
hos.mu.RLock()
defer hos.mu.RUnlock()
if hos.ID <= 0 {
return fmt.Errorf("invalid starter ID: %d", hos.ID)
}
if hos.StarterIcon <= 0 {
return fmt.Errorf("invalid starter icon: %d", hos.StarterIcon)
}
// Check for at least one non-zero ability
hasAbility := false
for _, ability := range hos.Abilities {
if ability != AbilityIconNone {
hasAbility = true
break
}
}
if !hasAbility {
return fmt.Errorf("starter must have at least one ability")
}
return nil
}
// NewHeroicOPWheel creates a new heroic opportunity wheel
func NewHeroicOPWheel(id int32, starterLinkID int32, order int8) *HeroicOPWheel {
return &HeroicOPWheel{
ID: id,
StarterLinkID: starterLinkID,
Order: order,
Abilities: [6]int16{},
Chance: 1.0,
SaveNeeded: false,
}
}
// Copy creates a deep copy of the wheel
func (how *HeroicOPWheel) Copy() *HeroicOPWheel {
how.mu.RLock()
defer how.mu.RUnlock()
newWheel := &HeroicOPWheel{
ID: how.ID,
StarterLinkID: how.StarterLinkID,
Order: how.Order,
ShiftIcon: how.ShiftIcon,
Chance: how.Chance,
Abilities: how.Abilities, // Arrays are copied by value
SpellID: how.SpellID,
Name: how.Name,
Description: how.Description,
RequiredPlayers: how.RequiredPlayers,
SaveNeeded: false,
}
return newWheel
}
// GetAbility returns the ability icon at the specified position
func (how *HeroicOPWheel) GetAbility(position int) int16 {
how.mu.RLock()
defer how.mu.RUnlock()
if position < 0 || position >= MaxAbilities {
return AbilityIconNone
}
return how.Abilities[position]
}
// SetAbility sets the ability icon at the specified position
func (how *HeroicOPWheel) SetAbility(position int, abilityIcon int16) bool {
how.mu.Lock()
defer how.mu.Unlock()
if position < 0 || position >= MaxAbilities {
return false
}
how.Abilities[position] = abilityIcon
how.SaveNeeded = true
return true
}
// IsOrdered checks if this wheel requires ordered completion
func (how *HeroicOPWheel) IsOrdered() bool {
how.mu.RLock()
defer how.mu.RUnlock()
return how.Order >= WheelOrderOrdered
}
// HasShift checks if this wheel has a shift ability
func (how *HeroicOPWheel) HasShift() bool {
how.mu.RLock()
defer how.mu.RUnlock()
return how.ShiftIcon > 0
}
// CanShift checks if shifting is possible with the given ability
func (how *HeroicOPWheel) CanShift(abilityIcon int16) bool {
how.mu.RLock()
defer how.mu.RUnlock()
return how.ShiftIcon > 0 && how.ShiftIcon == abilityIcon
}
// GetNextRequiredAbility returns the next required ability for ordered wheels
func (how *HeroicOPWheel) GetNextRequiredAbility(countered [6]int8) int16 {
how.mu.RLock()
defer how.mu.RUnlock()
if !how.IsOrdered() {
return AbilityIconNone // Any uncompleted ability works for unordered
}
// Find first uncompleted ability in order
for i := 0; i < MaxAbilities; i++ {
if countered[i] == 0 && how.Abilities[i] != AbilityIconNone {
return how.Abilities[i]
}
}
return AbilityIconNone
}
// CanUseAbility checks if an ability can be used on this wheel
func (how *HeroicOPWheel) CanUseAbility(abilityIcon int16, countered [6]int8) bool {
how.mu.RLock()
defer how.mu.RUnlock()
// Check if this is a shift attempt
if how.CanShift(abilityIcon) {
return true
}
if how.IsOrdered() {
// For ordered wheels, only the next required ability can be used
nextRequired := how.GetNextRequiredAbility(countered)
return nextRequired == abilityIcon
} else {
// For unordered wheels, any uncompleted matching ability can be used
for i := 0; i < MaxAbilities; i++ {
if countered[i] == 0 && how.Abilities[i] == abilityIcon {
return true
}
}
}
return false
}
// Validate checks if the wheel is properly configured
func (how *HeroicOPWheel) Validate() error {
how.mu.RLock()
defer how.mu.RUnlock()
if how.ID <= 0 {
return fmt.Errorf("invalid wheel ID: %d", how.ID)
}
if how.StarterLinkID <= 0 {
return fmt.Errorf("invalid starter link ID: %d", how.StarterLinkID)
}
if how.Chance < MinChance || how.Chance > MaxChance {
return fmt.Errorf("invalid chance: %f (must be %f-%f)", how.Chance, MinChance, MaxChance)
}
if how.SpellID <= 0 {
return fmt.Errorf("invalid spell ID: %d", how.SpellID)
}
// Check for at least one non-zero ability
hasAbility := false
for _, ability := range how.Abilities {
if ability != AbilityIconNone {
hasAbility = true
break
}
}
if !hasAbility {
return fmt.Errorf("wheel must have at least one ability")
}
return nil
}
// NewHeroicOP creates a new heroic opportunity instance
func NewHeroicOP(instanceID int64, encounterID int32) *HeroicOP {
return &HeroicOP{
ID: instanceID,
EncounterID: encounterID,
State: HOStateInactive,
StartTime: time.Now(),
Participants: make(map[int32]bool),
CurrentStarters: make([]int32, 0),
TotalTime: DefaultWheelTimerSeconds * 1000, // Convert to milliseconds
TimeRemaining: DefaultWheelTimerSeconds * 1000,
SaveNeeded: false,
}
}
// AddParticipant adds a character to the HO participants
func (ho *HeroicOP) AddParticipant(characterID int32) {
ho.mu.Lock()
defer ho.mu.Unlock()
ho.Participants[characterID] = true
ho.SaveNeeded = true
}
// RemoveParticipant removes a character from the HO participants
func (ho *HeroicOP) RemoveParticipant(characterID int32) {
ho.mu.Lock()
defer ho.mu.Unlock()
delete(ho.Participants, characterID)
ho.SaveNeeded = true
}
// IsParticipant checks if a character is participating in this HO
func (ho *HeroicOP) IsParticipant(characterID int32) bool {
ho.mu.RLock()
defer ho.mu.RUnlock()
return ho.Participants[characterID]
}
// GetParticipants returns a slice of participant character IDs
func (ho *HeroicOP) GetParticipants() []int32 {
ho.mu.RLock()
defer ho.mu.RUnlock()
participants := make([]int32, 0, len(ho.Participants))
for characterID := range ho.Participants {
participants = append(participants, characterID)
}
return participants
}
// StartStarterChain initiates the starter chain phase
func (ho *HeroicOP) StartStarterChain(availableStarters []int32) {
ho.mu.Lock()
defer ho.mu.Unlock()
ho.State = HOStateStarterChain
ho.CurrentStarters = make([]int32, len(availableStarters))
copy(ho.CurrentStarters, availableStarters)
ho.StarterProgress = 0
ho.StartTime = time.Now()
ho.SaveNeeded = true
}
// ProcessStarterAbility processes an ability during starter chain phase
func (ho *HeroicOP) ProcessStarterAbility(abilityIcon int16, masterList *MasterHeroicOPList) bool {
ho.mu.Lock()
defer ho.mu.Unlock()
if ho.State != HOStateStarterChain {
return false
}
// Filter out starters that don't match this ability at current position
newStarters := make([]int32, 0)
for _, starterID := range ho.CurrentStarters {
starter := masterList.GetStarter(starterID)
if starter != nil && starter.MatchesAbility(int(ho.StarterProgress), abilityIcon) {
// Check if this completes the starter
if starter.IsComplete(int(ho.StarterProgress)) {
// Starter completed, transition to wheel phase
ho.StarterID = starterID
ho.SaveNeeded = true
return true
}
newStarters = append(newStarters, starterID)
}
}
ho.CurrentStarters = newStarters
ho.StarterProgress++
ho.SaveNeeded = true
// If no starters remain, HO fails
return len(ho.CurrentStarters) > 0
}
// StartWheelPhase initiates the wheel phase
func (ho *HeroicOP) StartWheelPhase(wheel *HeroicOPWheel, timerSeconds int32) {
ho.mu.Lock()
defer ho.mu.Unlock()
ho.State = HOStateWheelPhase
ho.WheelID = wheel.ID
ho.WheelStartTime = time.Now()
ho.TotalTime = timerSeconds * 1000 // Convert to milliseconds
ho.TimeRemaining = ho.TotalTime
ho.SpellName = wheel.Name
ho.SpellDescription = wheel.Description
// Clear countered array
for i := range ho.Countered {
ho.Countered[i] = 0
}
ho.SaveNeeded = true
}
// ProcessWheelAbility processes an ability during wheel phase
func (ho *HeroicOP) ProcessWheelAbility(abilityIcon int16, characterID int32, wheel *HeroicOPWheel) bool {
ho.mu.Lock()
defer ho.mu.Unlock()
if ho.State != HOStateWheelPhase {
return false
}
// Check for shift attempt
if ho.ShiftUsed == ShiftNotUsed && wheel.CanShift(abilityIcon) {
// Allow shift only if no progress made (unordered) or at start (ordered)
canShift := false
if wheel.IsOrdered() {
// For ordered, can shift only if no abilities completed
canShift = true
for i := 0; i < MaxAbilities; i++ {
if ho.Countered[i] != 0 {
canShift = false
break
}
}
} else {
// For unordered, can shift only if no abilities completed
canShift = true
for i := 0; i < MaxAbilities; i++ {
if ho.Countered[i] != 0 {
canShift = false
break
}
}
}
if canShift {
ho.ShiftUsed = ShiftUsed
ho.SaveNeeded = true
return true // Caller should handle wheel shifting
}
return false
}
// Check if ability can be used
if !wheel.CanUseAbility(abilityIcon, ho.Countered) {
return false
}
// Find matching ability position and mark as countered
for i := 0; i < MaxAbilities; i++ {
if ho.Countered[i] == 0 && wheel.GetAbility(i) == abilityIcon {
ho.Countered[i] = 1
ho.AddParticipant(characterID)
ho.SaveNeeded = true
// Check if wheel is complete
complete := true
for j := 0; j < MaxAbilities; j++ {
if wheel.GetAbility(j) != AbilityIconNone && ho.Countered[j] == 0 {
complete = false
break
}
}
if complete {
ho.Complete = HOComplete
ho.State = HOStateComplete
ho.CompletedBy = characterID
}
return true
}
}
return false
}
// UpdateTimer updates the remaining time for the HO
func (ho *HeroicOP) UpdateTimer(deltaMS int32) bool {
ho.mu.Lock()
defer ho.mu.Unlock()
if ho.State != HOStateWheelPhase {
return true // Timer not active
}
ho.TimeRemaining -= deltaMS
if ho.TimeRemaining <= 0 {
ho.TimeRemaining = 0
ho.State = HOStateFailed
ho.SaveNeeded = true
return false // Timer expired
}
ho.SaveNeeded = true
return true
}
// IsComplete checks if the HO is successfully completed
func (ho *HeroicOP) IsComplete() bool {
ho.mu.RLock()
defer ho.mu.RUnlock()
return ho.Complete == HOComplete && ho.State == HOStateComplete
}
// IsFailed checks if the HO has failed
func (ho *HeroicOP) IsFailed() bool {
ho.mu.RLock()
defer ho.mu.RUnlock()
return ho.State == HOStateFailed
}
// IsActive checks if the HO is currently active (in progress)
func (ho *HeroicOP) IsActive() bool {
ho.mu.RLock()
defer ho.mu.RUnlock()
return ho.State == HOStateStarterChain || ho.State == HOStateWheelPhase
}
// GetProgress returns the completion percentage (0.0 - 1.0)
func (ho *HeroicOP) GetProgress() float32 {
ho.mu.RLock()
defer ho.mu.RUnlock()
if ho.State != HOStateWheelPhase {
return 0.0
}
completed := 0
total := 0
for i := 0; i < MaxAbilities; i++ {
if ho.Countered[i] != 0 {
completed++
}
if ho.Countered[i] != 0 || ho.Countered[i] == 0 { // All positions count
total++
}
}
if total == 0 {
return 0.0
}
return float32(completed) / float32(total)
}
// GetPacketData returns data formatted for client packets
func (ho *HeroicOP) GetPacketData(wheel *HeroicOPWheel) *PacketData {
ho.mu.RLock()
defer ho.mu.RUnlock()
data := &PacketData{
SpellName: ho.SpellName,
SpellDescription: ho.SpellDescription,
TimeRemaining: ho.TimeRemaining,
TotalTime: ho.TotalTime,
Complete: ho.Complete,
State: ho.State,
CanShift: false,
ShiftIcon: 0,
}
if wheel != nil {
data.Abilities = wheel.Abilities
data.CanShift = ho.ShiftUsed == ShiftNotUsed && wheel.HasShift()
data.ShiftIcon = wheel.ShiftIcon
}
data.Countered = ho.Countered
return data
}
// Validate checks if the HO instance is in a valid state
func (ho *HeroicOP) Validate() error {
ho.mu.RLock()
defer ho.mu.RUnlock()
if ho.ID <= 0 {
return fmt.Errorf("invalid HO instance ID: %d", ho.ID)
}
if ho.EncounterID <= 0 {
return fmt.Errorf("invalid encounter ID: %d", ho.EncounterID)
}
if ho.State < HOStateInactive || ho.State > HOStateFailed {
return fmt.Errorf("invalid HO state: %d", ho.State)
}
if ho.State == HOStateWheelPhase {
if ho.WheelID <= 0 {
return fmt.Errorf("wheel phase requires valid wheel ID")
}
if ho.TotalTime <= 0 {
return fmt.Errorf("wheel phase requires valid timer")
}
}
return nil
}
// Copy creates a deep copy of the HO instance
func (ho *HeroicOP) Copy() *HeroicOP {
ho.mu.RLock()
defer ho.mu.RUnlock()
newHO := &HeroicOP{
ID: ho.ID,
EncounterID: ho.EncounterID,
StarterID: ho.StarterID,
WheelID: ho.WheelID,
State: ho.State,
StartTime: ho.StartTime,
WheelStartTime: ho.WheelStartTime,
TimeRemaining: ho.TimeRemaining,
TotalTime: ho.TotalTime,
Complete: ho.Complete,
Countered: ho.Countered, // Arrays are copied by value
ShiftUsed: ho.ShiftUsed,
StarterProgress: ho.StarterProgress,
CompletedBy: ho.CompletedBy,
SpellName: ho.SpellName,
SpellDescription: ho.SpellDescription,
Participants: make(map[int32]bool, len(ho.Participants)),
CurrentStarters: make([]int32, len(ho.CurrentStarters)),
SaveNeeded: false,
}
// Deep copy participants map
for characterID, participating := range ho.Participants {
newHO.Participants[characterID] = participating
}
// Deep copy current starters slice
copy(newHO.CurrentStarters, ho.CurrentStarters)
return newHO
}
// Helper functions for random selection
// SelectRandomWheel selects a random wheel from a list based on chance values
func SelectRandomWheel(wheels []*HeroicOPWheel) *HeroicOPWheel {
if len(wheels) == 0 {
return nil
}
if len(wheels) == 1 {
return wheels[0]
}
// Calculate total chance
totalChance := float32(0.0)
for _, wheel := range wheels {
totalChance += wheel.Chance
}
if totalChance <= 0.0 {
// If no chances set, select randomly with equal probability
return wheels[rand.Intn(len(wheels))]
}
// Random selection based on weighted chance
randomValue := rand.Float32() * totalChance
currentChance := float32(0.0)
for _, wheel := range wheels {
currentChance += wheel.Chance
if randomValue <= currentChance {
return wheel
}
}
// Fallback to last wheel (shouldn't happen with proper math)
return wheels[len(wheels)-1]
}
// GetElapsedTime returns the elapsed time since HO started
func (ho *HeroicOP) GetElapsedTime() time.Duration {
ho.mu.RLock()
defer ho.mu.RUnlock()
return time.Since(ho.StartTime)
}
// GetWheelElapsedTime returns the elapsed time since wheel phase started
func (ho *HeroicOP) GetWheelElapsedTime() time.Duration {
ho.mu.RLock()
defer ho.mu.RUnlock()
if ho.State != HOStateWheelPhase {
return 0
}
return time.Since(ho.WheelStartTime)
}

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package heroic_ops
import (
"context"
"time"
)
// HeroicOPDatabase defines the interface for database operations
type HeroicOPDatabase interface {
// Starter operations
LoadStarters(ctx context.Context) ([]HeroicOPData, error)
LoadStarter(ctx context.Context, starterID int32) (*HeroicOPData, error)
SaveStarter(ctx context.Context, starter *HeroicOPStarter) error
DeleteStarter(ctx context.Context, starterID int32) error
// Wheel operations
LoadWheels(ctx context.Context) ([]HeroicOPData, error)
LoadWheelsForStarter(ctx context.Context, starterID int32) ([]HeroicOPData, error)
LoadWheel(ctx context.Context, wheelID int32) (*HeroicOPData, error)
SaveWheel(ctx context.Context, wheel *HeroicOPWheel) error
DeleteWheel(ctx context.Context, wheelID int32) error
// Instance operations
SaveHOInstance(ctx context.Context, ho *HeroicOP) error
LoadHOInstance(ctx context.Context, instanceID int64) (*HeroicOP, error)
DeleteHOInstance(ctx context.Context, instanceID int64) error
// Statistics and events
SaveHOEvent(ctx context.Context, event *HeroicOPEvent) error
LoadHOEvents(ctx context.Context, instanceID int64) ([]HeroicOPEvent, error)
GetHOStatistics(ctx context.Context, characterID int32) (*HeroicOPStatistics, error)
// Utility operations
GetNextStarterID(ctx context.Context) (int32, error)
GetNextWheelID(ctx context.Context) (int32, error)
GetNextInstanceID(ctx context.Context) (int64, error)
EnsureHOTables(ctx context.Context) error
}
// HeroicOPEventHandler defines the interface for handling HO events
type HeroicOPEventHandler interface {
// HO lifecycle events
OnHOStarted(ho *HeroicOP, initiatorID int32)
OnHOCompleted(ho *HeroicOP, completedBy int32, spellID int32)
OnHOFailed(ho *HeroicOP, reason string)
OnHOTimerExpired(ho *HeroicOP)
// Progress events
OnAbilityUsed(ho *HeroicOP, characterID int32, abilityIcon int16, success bool)
OnWheelShifted(ho *HeroicOP, characterID int32, newWheelID int32)
OnStarterMatched(ho *HeroicOP, starterID int32, characterID int32)
OnStarterEliminated(ho *HeroicOP, starterID int32, characterID int32)
// Phase transitions
OnWheelPhaseStarted(ho *HeroicOP, wheelID int32, timeRemaining int32)
OnProgressMade(ho *HeroicOP, characterID int32, progressPercent float32)
}
// SpellManager defines the interface for spell system integration
type SpellManager interface {
// Get spell information
GetSpellInfo(spellID int32) (*SpellInfo, error)
GetSpellName(spellID int32) string
GetSpellDescription(spellID int32) string
// Cast spells
CastSpell(casterID int32, spellID int32, targets []int32) error
IsSpellValid(spellID int32) bool
}
// ClientManager defines the interface for client communication
type ClientManager interface {
// Send HO packets to clients
SendHOUpdate(characterID int32, data *PacketData) error
SendHOStart(characterID int32, ho *HeroicOP) error
SendHOComplete(characterID int32, ho *HeroicOP, success bool) error
SendHOTimer(characterID int32, timeRemaining int32, totalTime int32) error
// Broadcast to multiple clients
BroadcastHOUpdate(characterIDs []int32, data *PacketData) error
BroadcastHOEvent(characterIDs []int32, eventType int, data string) error
// Client validation
IsClientConnected(characterID int32) bool
GetClientVersion(characterID int32) int
}
// EncounterManager defines the interface for encounter system integration
type EncounterManager interface {
// Get encounter information
GetEncounterParticipants(encounterID int32) ([]int32, error)
IsEncounterActive(encounterID int32) bool
GetEncounterInfo(encounterID int32) (*EncounterInfo, error)
// HO integration
CanStartHO(encounterID int32, initiatorID int32) bool
NotifyHOStarted(encounterID int32, instanceID int64)
NotifyHOCompleted(encounterID int32, instanceID int64, success bool)
}
// PlayerManager defines the interface for player system integration
type PlayerManager interface {
// Get player information
GetPlayerInfo(characterID int32) (*PlayerInfo, error)
GetPlayerClass(characterID int32) (int8, error)
GetPlayerLevel(characterID int32) (int16, error)
IsPlayerOnline(characterID int32) bool
// Player abilities
CanPlayerUseAbility(characterID int32, abilityIcon int16) bool
GetPlayerAbilities(characterID int32) ([]int16, error)
// Player state
IsPlayerInCombat(characterID int32) bool
GetPlayerEncounter(characterID int32) (int32, error)
}
// LogHandler defines the interface for logging operations
type LogHandler interface {
LogDebug(system, format string, args ...interface{})
LogInfo(system, format string, args ...interface{})
LogWarning(system, format string, args ...interface{})
LogError(system, format string, args ...interface{})
}
// TimerManager defines the interface for timer management
type TimerManager interface {
// Timer operations
StartTimer(instanceID int64, duration time.Duration, callback func()) error
StopTimer(instanceID int64) error
UpdateTimer(instanceID int64, newDuration time.Duration) error
GetTimeRemaining(instanceID int64) (time.Duration, error)
// Timer queries
IsTimerActive(instanceID int64) bool
GetActiveTimers() []int64
}
// CacheManager defines the interface for caching operations
type CacheManager interface {
// Cache operations
Set(key string, value interface{}, expiration time.Duration) error
Get(key string) (interface{}, bool)
Delete(key string) error
Clear() error
// Cache statistics
GetHitRate() float64
GetSize() int
GetCapacity() int
}
// Additional integration interfaces
// EncounterInfo contains encounter details
type EncounterInfo struct {
ID int32 `json:"id"`
Name string `json:"name"`
Participants []int32 `json:"participants"`
IsActive bool `json:"is_active"`
StartTime time.Time `json:"start_time"`
Level int16 `json:"level"`
}
// PlayerInfo contains player details needed for HO system
type PlayerInfo struct {
CharacterID int32 `json:"character_id"`
CharacterName string `json:"character_name"`
AccountID int32 `json:"account_id"`
AdventureClass int8 `json:"adventure_class"`
AdventureLevel int16 `json:"adventure_level"`
Zone string `json:"zone"`
IsOnline bool `json:"is_online"`
InCombat bool `json:"in_combat"`
EncounterID int32 `json:"encounter_id"`
}
// Adapter interfaces for integration with existing systems
// HeroicOPAware defines interface for entities that can participate in HOs
type HeroicOPAware interface {
GetCharacterID() int32
GetClass() int8
GetLevel() int16
CanParticipateInHO() bool
GetCurrentEncounter() int32
}
// EntityHOAdapter adapts entity system for HO integration
type EntityHOAdapter struct {
entity HeroicOPAware
}
// PacketBuilder defines interface for building HO packets
type PacketBuilder interface {
BuildHOStartPacket(ho *HeroicOP) ([]byte, error)
BuildHOUpdatePacket(ho *HeroicOP) ([]byte, error)
BuildHOCompletePacket(ho *HeroicOP, success bool) ([]byte, error)
BuildHOTimerPacket(timeRemaining, totalTime int32) ([]byte, error)
}
// StatisticsCollector defines interface for collecting HO statistics
type StatisticsCollector interface {
RecordHOStarted(instanceID int64, starterID int32, characterID int32)
RecordHOCompleted(instanceID int64, success bool, completionTime time.Duration)
RecordAbilityUsed(instanceID int64, characterID int32, abilityIcon int16)
RecordShiftUsed(instanceID int64, characterID int32)
GetStatistics() *HeroicOPStatistics
Reset()
}
// ConfigManager defines interface for configuration management
type ConfigManager interface {
GetHOConfig() *HeroicOPConfig
UpdateHOConfig(config *HeroicOPConfig) error
GetConfigValue(key string) interface{}
SetConfigValue(key string, value interface{}) error
}

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package heroic_ops
import (
"context"
"fmt"
"sync"
"time"
)
// NewHeroicOPManager creates a new heroic opportunity manager
func NewHeroicOPManager(masterList *MasterHeroicOPList, database HeroicOPDatabase,
clientManager ClientManager, encounterManager EncounterManager, playerManager PlayerManager) *HeroicOPManager {
return &HeroicOPManager{
activeHOs: make(map[int64]*HeroicOP),
encounterHOs: make(map[int32][]*HeroicOP),
masterList: masterList,
database: database,
nextInstanceID: 1,
defaultWheelTimer: DefaultWheelTimerSeconds * 1000, // Convert to milliseconds
maxConcurrentHOs: MaxConcurrentHOs,
enableLogging: true,
enableStatistics: true,
}
}
// SetEventHandler sets the event handler for HO events
func (hom *HeroicOPManager) SetEventHandler(handler HeroicOPEventHandler) {
hom.eventHandler = handler
}
// SetLogger sets the logger for the manager
func (hom *HeroicOPManager) SetLogger(logger LogHandler) {
hom.logger = logger
}
// Initialize loads configuration and prepares the manager
func (hom *HeroicOPManager) Initialize(ctx context.Context, config *HeroicOPConfig) error {
hom.mu.Lock()
defer hom.mu.Unlock()
if config != nil {
hom.defaultWheelTimer = config.DefaultWheelTimer
hom.maxConcurrentHOs = config.MaxConcurrentHOs
hom.enableLogging = config.EnableLogging
hom.enableStatistics = config.EnableStatistics
}
// Ensure master list is loaded
if !hom.masterList.IsLoaded() {
if err := hom.masterList.LoadFromDatabase(ctx, hom.database); err != nil {
return fmt.Errorf("failed to load heroic opportunities: %w", err)
}
}
if hom.logger != nil {
hom.logger.LogInfo("heroic_ops", "Initialized HO manager with %d starters and %d wheels",
hom.masterList.GetStarterCount(), hom.masterList.GetWheelCount())
}
return nil
}
// StartHeroicOpportunity initiates a new heroic opportunity
func (hom *HeroicOPManager) StartHeroicOpportunity(ctx context.Context, encounterID int32, initiatorID int32) (*HeroicOP, error) {
hom.mu.Lock()
defer hom.mu.Unlock()
// Check if encounter can have more HOs
currentHOs := hom.encounterHOs[encounterID]
if len(currentHOs) >= hom.maxConcurrentHOs {
return nil, fmt.Errorf("encounter %d already has maximum concurrent HOs (%d)",
encounterID, hom.maxConcurrentHOs)
}
// Get initiator's class
playerInfo, err := hom.playerManager.GetPlayerInfo(initiatorID)
if err != nil {
return nil, fmt.Errorf("failed to get player info for initiator %d: %w", initiatorID, err)
}
// Get available starters for player's class
starters := hom.masterList.GetStartersForClass(playerInfo.AdventureClass)
if len(starters) == 0 {
return nil, fmt.Errorf("no heroic opportunities available for class %d", playerInfo.AdventureClass)
}
// Create new HO instance
instanceID := hom.nextInstanceID
hom.nextInstanceID++
ho := NewHeroicOP(instanceID, encounterID)
ho.AddParticipant(initiatorID)
// Prepare starter IDs for chain phase
starterIDs := make([]int32, len(starters))
for i, starter := range starters {
starterIDs[i] = starter.ID
}
ho.StartStarterChain(starterIDs)
// Add to tracking maps
hom.activeHOs[instanceID] = ho
hom.encounterHOs[encounterID] = append(hom.encounterHOs[encounterID], ho)
// Save to database
if err := hom.database.SaveHOInstance(ctx, ho); err != nil {
if hom.logger != nil {
hom.logger.LogError("heroic_ops", "Failed to save HO instance %d: %v", instanceID, err)
}
}
// Notify event handler
if hom.eventHandler != nil {
hom.eventHandler.OnHOStarted(ho, initiatorID)
}
// Log event
if hom.enableLogging {
hom.logEvent(ctx, instanceID, EventHOStarted, initiatorID, 0, "HO started")
}
if hom.logger != nil {
hom.logger.LogInfo("heroic_ops", "Started HO %d for encounter %d initiated by %d with %d starters",
instanceID, encounterID, initiatorID, len(starterIDs))
}
return ho, nil
}
// ProcessAbility processes an ability used by a player during an active HO
func (hom *HeroicOPManager) ProcessAbility(ctx context.Context, instanceID int64, characterID int32, abilityIcon int16) error {
hom.mu.Lock()
defer hom.mu.Unlock()
ho, exists := hom.activeHOs[instanceID]
if !exists {
return fmt.Errorf("heroic opportunity %d not found", instanceID)
}
if !ho.IsActive() {
return fmt.Errorf("heroic opportunity %d is not active (state: %d)", instanceID, ho.State)
}
// Add player as participant
ho.AddParticipant(characterID)
success := false
switch ho.State {
case HOStateStarterChain:
success = ho.ProcessStarterAbility(abilityIcon, hom.masterList)
if success && len(ho.CurrentStarters) == 1 {
// Starter chain completed, transition to wheel phase
starterID := ho.CurrentStarters[0]
ho.StarterID = starterID
// Select random wheel for this starter
wheel := hom.masterList.SelectRandomWheel(starterID)
if wheel == nil {
// No wheels available, HO fails
ho.State = HOStateFailed
hom.failHO(ctx, ho, "No wheels available for starter")
return fmt.Errorf("no wheels available for starter %d", starterID)
}
// Start wheel phase
ho.StartWheelPhase(wheel, hom.defaultWheelTimer/1000) // Convert to seconds
// Notify event handler
if hom.eventHandler != nil {
hom.eventHandler.OnWheelPhaseStarted(ho, wheel.ID, ho.TimeRemaining)
}
// Send wheel packet to participants
hom.sendWheelUpdate(ho, wheel)
if hom.logger != nil {
hom.logger.LogDebug("heroic_ops", "HO %d transitioned to wheel phase with wheel %d",
instanceID, wheel.ID)
}
}
case HOStateWheelPhase:
wheel := hom.masterList.GetWheel(ho.WheelID)
if wheel == nil {
return fmt.Errorf("wheel %d not found for HO %d", ho.WheelID, instanceID)
}
// Check for shift attempt
if ho.ShiftUsed == ShiftNotUsed && wheel.CanShift(abilityIcon) {
return hom.handleWheelShift(ctx, ho, wheel, characterID)
}
// Process regular ability
success = ho.ProcessWheelAbility(abilityIcon, characterID, wheel)
if success {
// Send progress update
hom.sendProgressUpdate(ho)
// Check if HO is complete
if ho.IsComplete() {
hom.completeHO(ctx, ho, wheel, characterID)
}
}
}
// Log ability use
if hom.enableLogging {
eventType := EventHOAbilityUsed
data := fmt.Sprintf("ability:%d,success:%t", abilityIcon, success)
hom.logEvent(ctx, instanceID, eventType, characterID, abilityIcon, data)
}
// Notify event handler
if hom.eventHandler != nil {
hom.eventHandler.OnAbilityUsed(ho, characterID, abilityIcon, success)
if success {
progress := ho.GetProgress()
hom.eventHandler.OnProgressMade(ho, characterID, progress)
}
}
// Save changes
if ho.SaveNeeded {
if err := hom.database.SaveHOInstance(ctx, ho); err != nil {
if hom.logger != nil {
hom.logger.LogError("heroic_ops", "Failed to save HO instance %d: %v", instanceID, err)
}
}
ho.SaveNeeded = false
}
if !success {
return fmt.Errorf("ability %d not allowed for current HO state", abilityIcon)
}
return nil
}
// UpdateTimers updates all active HO timers
func (hom *HeroicOPManager) UpdateTimers(ctx context.Context, deltaMS int32) {
hom.mu.Lock()
defer hom.mu.Unlock()
var expiredHOs []int64
for instanceID, ho := range hom.activeHOs {
if ho.State == HOStateWheelPhase {
if !ho.UpdateTimer(deltaMS) {
// Timer expired
expiredHOs = append(expiredHOs, instanceID)
} else {
// Send timer update to participants
hom.sendTimerUpdate(ho)
}
}
}
// Handle expired HOs
for _, instanceID := range expiredHOs {
ho := hom.activeHOs[instanceID]
hom.failHO(ctx, ho, "Timer expired")
}
}
// GetActiveHO returns an active HO by instance ID
func (hom *HeroicOPManager) GetActiveHO(instanceID int64) (*HeroicOP, bool) {
hom.mu.RLock()
defer hom.mu.RUnlock()
ho, exists := hom.activeHOs[instanceID]
return ho, exists
}
// GetEncounterHOs returns all HOs for an encounter
func (hom *HeroicOPManager) GetEncounterHOs(encounterID int32) []*HeroicOP {
hom.mu.RLock()
defer hom.mu.RUnlock()
hos := hom.encounterHOs[encounterID]
result := make([]*HeroicOP, len(hos))
copy(result, hos)
return result
}
// CleanupExpiredHOs removes completed and failed HOs
func (hom *HeroicOPManager) CleanupExpiredHOs(ctx context.Context, maxAge time.Duration) {
hom.mu.Lock()
defer hom.mu.Unlock()
cutoff := time.Now().Add(-maxAge)
var toRemove []int64
for instanceID, ho := range hom.activeHOs {
if !ho.IsActive() && ho.StartTime.Before(cutoff) {
toRemove = append(toRemove, instanceID)
}
}
for _, instanceID := range toRemove {
ho := hom.activeHOs[instanceID]
// Remove from encounter tracking
encounterHOs := hom.encounterHOs[ho.EncounterID]
for i, encounterHO := range encounterHOs {
if encounterHO.ID == instanceID {
hom.encounterHOs[ho.EncounterID] = append(encounterHOs[:i], encounterHOs[i+1:]...)
break
}
}
// Clean up empty encounter list
if len(hom.encounterHOs[ho.EncounterID]) == 0 {
delete(hom.encounterHOs, ho.EncounterID)
}
// Remove from active list
delete(hom.activeHOs, instanceID)
// Delete from database
if err := hom.database.DeleteHOInstance(ctx, instanceID); err != nil {
if hom.logger != nil {
hom.logger.LogError("heroic_ops", "Failed to delete HO instance %d: %v", instanceID, err)
}
}
}
if len(toRemove) > 0 && hom.logger != nil {
hom.logger.LogDebug("heroic_ops", "Cleaned up %d expired HO instances", len(toRemove))
}
}
// GetStatistics returns current HO system statistics
func (hom *HeroicOPManager) GetStatistics() *HeroicOPStatistics {
hom.mu.RLock()
defer hom.mu.RUnlock()
stats := &HeroicOPStatistics{
ActiveHOCount: len(hom.activeHOs),
ParticipationStats: make(map[int32]int64),
}
// Count participants
for _, ho := range hom.activeHOs {
for characterID := range ho.Participants {
stats.ParticipationStats[characterID]++
}
}
// TODO: Get additional statistics from database
// This is a simplified implementation
return stats
}
// Helper methods
// handleWheelShift handles wheel shifting logic
func (hom *HeroicOPManager) handleWheelShift(ctx context.Context, ho *HeroicOP, currentWheel *HeroicOPWheel, characterID int32) error {
// Check if shift is allowed (no progress made)
canShift := true
for i := 0; i < MaxAbilities; i++ {
if ho.Countered[i] != 0 {
canShift = false
break
}
}
if !canShift {
return fmt.Errorf("wheel shift not allowed after progress has been made")
}
// Select new random wheel
newWheel := hom.masterList.SelectRandomWheel(ho.StarterID)
if newWheel == nil || newWheel.ID == currentWheel.ID {
return fmt.Errorf("no alternative wheel available for shift")
}
oldWheelID := ho.WheelID
ho.WheelID = newWheel.ID
ho.ShiftUsed = ShiftUsed
ho.SpellName = newWheel.Name
ho.SpellDescription = newWheel.Description
ho.SaveNeeded = true
// Send shift notification
hom.sendShiftUpdate(ho, oldWheelID, newWheel.ID)
// Log shift event
if hom.enableLogging {
data := fmt.Sprintf("old_wheel:%d,new_wheel:%d", oldWheelID, newWheel.ID)
hom.logEvent(ctx, ho.ID, EventHOWheelShifted, characterID, 0, data)
}
// Notify event handler
if hom.eventHandler != nil {
hom.eventHandler.OnWheelShifted(ho, characterID, newWheel.ID)
}
if hom.logger != nil {
hom.logger.LogDebug("heroic_ops", "HO %d wheel shifted from %d to %d by character %d",
ho.ID, oldWheelID, newWheel.ID, characterID)
}
return nil
}
// completeHO handles HO completion
func (hom *HeroicOPManager) completeHO(ctx context.Context, ho *HeroicOP, wheel *HeroicOPWheel, completedBy int32) {
ho.State = HOStateComplete
ho.Complete = HOComplete
ho.CompletedBy = completedBy
ho.SaveNeeded = true
// Cast completion spell
if wheel.SpellID > 0 {
participants := ho.GetParticipants()
// TODO: Cast spell on participants through spell manager
// hom.spellManager.CastSpell(completedBy, wheel.SpellID, participants)
}
// Send completion packet
hom.sendCompletionUpdate(ho, true)
// Log completion
if hom.enableLogging {
data := fmt.Sprintf("completed_by:%d,spell_id:%d,participants:%d",
completedBy, wheel.SpellID, len(ho.Participants))
hom.logEvent(ctx, ho.ID, EventHOCompleted, completedBy, 0, data)
}
// Notify event handler
if hom.eventHandler != nil {
hom.eventHandler.OnHOCompleted(ho, completedBy, wheel.SpellID)
}
if hom.logger != nil {
hom.logger.LogInfo("heroic_ops", "HO %d completed by character %d, spell %d cast",
ho.ID, completedBy, wheel.SpellID)
}
}
// failHO handles HO failure
func (hom *HeroicOPManager) failHO(ctx context.Context, ho *HeroicOP, reason string) {
ho.State = HOStateFailed
ho.SaveNeeded = true
// Send failure packet
hom.sendCompletionUpdate(ho, false)
// Log failure
if hom.enableLogging {
hom.logEvent(ctx, ho.ID, EventHOFailed, 0, 0, reason)
}
// Notify event handler
if hom.eventHandler != nil {
hom.eventHandler.OnHOFailed(ho, reason)
}
if hom.logger != nil {
hom.logger.LogDebug("heroic_ops", "HO %d failed: %s", ho.ID, reason)
}
}
// Communication helper methods
func (hom *HeroicOPManager) sendWheelUpdate(ho *HeroicOP, wheel *HeroicOPWheel) {
if hom.clientManager == nil {
return
}
participants := ho.GetParticipants()
packetBuilder := NewHeroicOPPacketBuilder(0) // Default version
data := packetBuilder.ToPacketData(ho, wheel)
for _, characterID := range participants {
if err := hom.clientManager.SendHOUpdate(characterID, data); err != nil {
if hom.logger != nil {
hom.logger.LogWarning("heroic_ops", "Failed to send HO update to character %d: %v",
characterID, err)
}
}
}
}
func (hom *HeroicOPManager) sendProgressUpdate(ho *HeroicOP) {
if hom.clientManager == nil {
return
}
participants := ho.GetParticipants()
wheel := hom.masterList.GetWheel(ho.WheelID)
packetBuilder := NewHeroicOPPacketBuilder(0)
data := packetBuilder.ToPacketData(ho, wheel)
for _, characterID := range participants {
if err := hom.clientManager.SendHOUpdate(characterID, data); err != nil {
if hom.logger != nil {
hom.logger.LogWarning("heroic_ops", "Failed to send progress update to character %d: %v",
characterID, err)
}
}
}
}
func (hom *HeroicOPManager) sendTimerUpdate(ho *HeroicOP) {
if hom.clientManager == nil {
return
}
participants := ho.GetParticipants()
for _, characterID := range participants {
if err := hom.clientManager.SendHOTimer(characterID, ho.TimeRemaining, ho.TotalTime); err != nil {
if hom.logger != nil {
hom.logger.LogWarning("heroic_ops", "Failed to send timer update to character %d: %v",
characterID, err)
}
}
}
}
func (hom *HeroicOPManager) sendCompletionUpdate(ho *HeroicOP, success bool) {
if hom.clientManager == nil {
return
}
participants := ho.GetParticipants()
for _, characterID := range participants {
if err := hom.clientManager.SendHOComplete(characterID, ho, success); err != nil {
if hom.logger != nil {
hom.logger.LogWarning("heroic_ops", "Failed to send completion update to character %d: %v",
characterID, err)
}
}
}
}
func (hom *HeroicOPManager) sendShiftUpdate(ho *HeroicOP, oldWheelID, newWheelID int32) {
if hom.clientManager == nil {
return
}
participants := ho.GetParticipants()
packetBuilder := NewHeroicOPPacketBuilder(0)
for _, characterID := range participants {
if packet, err := packetBuilder.BuildHOShiftPacket(ho, oldWheelID, newWheelID); err == nil {
// TODO: Send packet through client manager
_ = packet // Placeholder
}
}
}
// logEvent logs an HO event to the database
func (hom *HeroicOPManager) logEvent(ctx context.Context, instanceID int64, eventType int, characterID int32, abilityIcon int16, data string) {
if !hom.enableLogging {
return
}
event := &HeroicOPEvent{
InstanceID: instanceID,
EventType: eventType,
CharacterID: characterID,
AbilityIcon: abilityIcon,
Timestamp: time.Now(),
Data: data,
}
if err := hom.database.SaveHOEvent(ctx, event); err != nil {
if hom.logger != nil {
hom.logger.LogError("heroic_ops", "Failed to save HO event: %v", err)
}
}
}

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package heroic_ops
import (
"context"
"fmt"
"math/rand"
"sort"
"sync"
)
// NewMasterHeroicOPList creates a new master heroic opportunity list
func NewMasterHeroicOPList() *MasterHeroicOPList {
return &MasterHeroicOPList{
starters: make(map[int8]map[int32]*HeroicOPStarter),
wheels: make(map[int32][]*HeroicOPWheel),
spells: make(map[int32]SpellInfo),
loaded: false,
}
}
// LoadFromDatabase loads all heroic opportunities from the database
func (mhol *MasterHeroicOPList) LoadFromDatabase(ctx context.Context, database HeroicOPDatabase) error {
mhol.mu.Lock()
defer mhol.mu.Unlock()
// Clear existing data
mhol.starters = make(map[int8]map[int32]*HeroicOPStarter)
mhol.wheels = make(map[int32][]*HeroicOPWheel)
mhol.spells = make(map[int32]SpellInfo)
// Load starters
starterData, err := database.LoadStarters(ctx)
if err != nil {
return fmt.Errorf("failed to load starters: %w", err)
}
for _, data := range starterData {
starter := &HeroicOPStarter{
ID: data.ID,
StartClass: data.StarterClass,
StarterIcon: data.StarterIcon,
Name: data.Name,
Description: data.Description,
Abilities: [6]int16{
data.Ability1, data.Ability2, data.Ability3,
data.Ability4, data.Ability5, data.Ability6,
},
SaveNeeded: false,
}
// Validate starter
if err := starter.Validate(); err != nil {
continue // Skip invalid starters
}
// Add to map structure
if mhol.starters[starter.StartClass] == nil {
mhol.starters[starter.StartClass] = make(map[int32]*HeroicOPStarter)
}
mhol.starters[starter.StartClass][starter.ID] = starter
}
// Load wheels
wheelData, err := database.LoadWheels(ctx)
if err != nil {
return fmt.Errorf("failed to load wheels: %w", err)
}
for _, data := range wheelData {
wheel := &HeroicOPWheel{
ID: data.ID,
StarterLinkID: data.StarterLinkID,
Order: data.ChainOrder,
ShiftIcon: data.ShiftIcon,
Chance: data.Chance,
SpellID: data.SpellID,
Name: data.Name,
Description: data.Description,
Abilities: [6]int16{
data.Ability1, data.Ability2, data.Ability3,
data.Ability4, data.Ability5, data.Ability6,
},
SaveNeeded: false,
}
// Validate wheel
if err := wheel.Validate(); err != nil {
continue // Skip invalid wheels
}
// Add to wheels map
mhol.wheels[wheel.StarterLinkID] = append(mhol.wheels[wheel.StarterLinkID], wheel)
// Store spell info
mhol.spells[wheel.SpellID] = SpellInfo{
ID: wheel.SpellID,
Name: wheel.Name,
Description: wheel.Description,
}
}
mhol.loaded = true
return nil
}
// GetStartersForClass returns all starters that the specified class can initiate
func (mhol *MasterHeroicOPList) GetStartersForClass(playerClass int8) []*HeroicOPStarter {
mhol.mu.RLock()
defer mhol.mu.RUnlock()
var starters []*HeroicOPStarter
// Add class-specific starters
if classStarters, exists := mhol.starters[playerClass]; exists {
for _, starter := range classStarters {
starters = append(starters, starter)
}
}
// Add universal starters (class 0 = any)
if universalStarters, exists := mhol.starters[ClassAny]; exists {
for _, starter := range universalStarters {
starters = append(starters, starter)
}
}
return starters
}
// GetStarter returns a specific starter by ID
func (mhol *MasterHeroicOPList) GetStarter(starterID int32) *HeroicOPStarter {
mhol.mu.RLock()
defer mhol.mu.RUnlock()
// Search through all classes
for _, classStarters := range mhol.starters {
if starter, exists := classStarters[starterID]; exists {
return starter
}
}
return nil
}
// GetWheelsForStarter returns all wheels associated with a starter
func (mhol *MasterHeroicOPList) GetWheelsForStarter(starterID int32) []*HeroicOPWheel {
mhol.mu.RLock()
defer mhol.mu.RUnlock()
if wheels, exists := mhol.wheels[starterID]; exists {
// Return a copy to prevent external modification
result := make([]*HeroicOPWheel, len(wheels))
copy(result, wheels)
return result
}
return nil
}
// GetWheel returns a specific wheel by ID
func (mhol *MasterHeroicOPList) GetWheel(wheelID int32) *HeroicOPWheel {
mhol.mu.RLock()
defer mhol.mu.RUnlock()
// Search through all wheel lists
for _, wheelList := range mhol.wheels {
for _, wheel := range wheelList {
if wheel.ID == wheelID {
return wheel
}
}
}
return nil
}
// SelectRandomWheel randomly selects a wheel from the starter's available wheels
func (mhol *MasterHeroicOPList) SelectRandomWheel(starterID int32) *HeroicOPWheel {
wheels := mhol.GetWheelsForStarter(starterID)
if len(wheels) == 0 {
return nil
}
return SelectRandomWheel(wheels)
}
// GetSpellInfo returns spell information for a given spell ID
func (mhol *MasterHeroicOPList) GetSpellInfo(spellID int32) (*SpellInfo, bool) {
mhol.mu.RLock()
defer mhol.mu.RUnlock()
if spell, exists := mhol.spells[spellID]; exists {
return &spell, true
}
return nil, false
}
// AddStarter adds a new starter to the master list
func (mhol *MasterHeroicOPList) AddStarter(starter *HeroicOPStarter) error {
mhol.mu.Lock()
defer mhol.mu.Unlock()
if err := starter.Validate(); err != nil {
return fmt.Errorf("invalid starter: %w", err)
}
// Check for duplicate ID
if existingStarter := mhol.getStarterNoLock(starter.ID); existingStarter != nil {
return fmt.Errorf("starter ID %d already exists", starter.ID)
}
// Add to map structure
if mhol.starters[starter.StartClass] == nil {
mhol.starters[starter.StartClass] = make(map[int32]*HeroicOPStarter)
}
mhol.starters[starter.StartClass][starter.ID] = starter
return nil
}
// AddWheel adds a new wheel to the master list
func (mhol *MasterHeroicOPList) AddWheel(wheel *HeroicOPWheel) error {
mhol.mu.Lock()
defer mhol.mu.Unlock()
if err := wheel.Validate(); err != nil {
return fmt.Errorf("invalid wheel: %w", err)
}
// Check for duplicate ID
if existingWheel := mhol.getWheelNoLock(wheel.ID); existingWheel != nil {
return fmt.Errorf("wheel ID %d already exists", wheel.ID)
}
// Verify starter exists
if mhol.getStarterNoLock(wheel.StarterLinkID) == nil {
return fmt.Errorf("starter ID %d not found for wheel", wheel.StarterLinkID)
}
// Add to wheels map
mhol.wheels[wheel.StarterLinkID] = append(mhol.wheels[wheel.StarterLinkID], wheel)
// Store spell info
mhol.spells[wheel.SpellID] = SpellInfo{
ID: wheel.SpellID,
Name: wheel.Name,
Description: wheel.Description,
}
return nil
}
// RemoveStarter removes a starter and all its associated wheels
func (mhol *MasterHeroicOPList) RemoveStarter(starterID int32) bool {
mhol.mu.Lock()
defer mhol.mu.Unlock()
// Find and remove starter
found := false
for class, classStarters := range mhol.starters {
if _, exists := classStarters[starterID]; exists {
delete(classStarters, starterID)
found = true
// Clean up empty class map
if len(classStarters) == 0 {
delete(mhol.starters, class)
}
break
}
}
if !found {
return false
}
// Remove associated wheels
delete(mhol.wheels, starterID)
return true
}
// RemoveWheel removes a specific wheel
func (mhol *MasterHeroicOPList) RemoveWheel(wheelID int32) bool {
mhol.mu.Lock()
defer mhol.mu.Unlock()
// Find and remove wheel
for starterID, wheelList := range mhol.wheels {
for i, wheel := range wheelList {
if wheel.ID == wheelID {
// Remove wheel from slice
mhol.wheels[starterID] = append(wheelList[:i], wheelList[i+1:]...)
// Clean up empty wheel list
if len(mhol.wheels[starterID]) == 0 {
delete(mhol.wheels, starterID)
}
return true
}
}
}
return false
}
// GetAllStarters returns all starters in the system
func (mhol *MasterHeroicOPList) GetAllStarters() []*HeroicOPStarter {
mhol.mu.RLock()
defer mhol.mu.RUnlock()
var allStarters []*HeroicOPStarter
for _, classStarters := range mhol.starters {
for _, starter := range classStarters {
allStarters = append(allStarters, starter)
}
}
// Sort by ID for consistent ordering
sort.Slice(allStarters, func(i, j int) bool {
return allStarters[i].ID < allStarters[j].ID
})
return allStarters
}
// GetAllWheels returns all wheels in the system
func (mhol *MasterHeroicOPList) GetAllWheels() []*HeroicOPWheel {
mhol.mu.RLock()
defer mhol.mu.RUnlock()
var allWheels []*HeroicOPWheel
for _, wheelList := range mhol.wheels {
allWheels = append(allWheels, wheelList...)
}
// Sort by ID for consistent ordering
sort.Slice(allWheels, func(i, j int) bool {
return allWheels[i].ID < allWheels[j].ID
})
return allWheels
}
// GetStarterCount returns the total number of starters
func (mhol *MasterHeroicOPList) GetStarterCount() int {
mhol.mu.RLock()
defer mhol.mu.RUnlock()
count := 0
for _, classStarters := range mhol.starters {
count += len(classStarters)
}
return count
}
// GetWheelCount returns the total number of wheels
func (mhol *MasterHeroicOPList) GetWheelCount() int {
mhol.mu.RLock()
defer mhol.mu.RUnlock()
count := 0
for _, wheelList := range mhol.wheels {
count += len(wheelList)
}
return count
}
// IsLoaded returns whether data has been loaded
func (mhol *MasterHeroicOPList) IsLoaded() bool {
mhol.mu.RLock()
defer mhol.mu.RUnlock()
return mhol.loaded
}
// SearchStarters searches for starters matching the given criteria
func (mhol *MasterHeroicOPList) SearchStarters(criteria HeroicOPSearchCriteria) []*HeroicOPStarter {
mhol.mu.RLock()
defer mhol.mu.RUnlock()
var results []*HeroicOPStarter
for _, classStarters := range mhol.starters {
for _, starter := range classStarters {
if mhol.matchesStarterCriteria(starter, criteria) {
results = append(results, starter)
}
}
}
// Sort results by ID
sort.Slice(results, func(i, j int) bool {
return results[i].ID < results[j].ID
})
return results
}
// SearchWheels searches for wheels matching the given criteria
func (mhol *MasterHeroicOPList) SearchWheels(criteria HeroicOPSearchCriteria) []*HeroicOPWheel {
mhol.mu.RLock()
defer mhol.mu.RUnlock()
var results []*HeroicOPWheel
for _, wheelList := range mhol.wheels {
for _, wheel := range wheelList {
if mhol.matchesWheelCriteria(wheel, criteria) {
results = append(results, wheel)
}
}
}
// Sort results by ID
sort.Slice(results, func(i, j int) bool {
return results[i].ID < results[j].ID
})
return results
}
// GetStatistics returns usage statistics for the HO system
func (mhol *MasterHeroicOPList) GetStatistics() map[string]interface{} {
mhol.mu.RLock()
defer mhol.mu.RUnlock()
stats := make(map[string]interface{})
// Basic counts
stats["total_starters"] = mhol.getStarterCountNoLock()
stats["total_wheels"] = mhol.getWheelCountNoLock()
stats["total_spells"] = len(mhol.spells)
stats["loaded"] = mhol.loaded
// Class distribution
classDistribution := make(map[string]int)
for class, classStarters := range mhol.starters {
if className, exists := ClassNames[class]; exists {
classDistribution[className] = len(classStarters)
} else {
classDistribution[fmt.Sprintf("Class_%d", class)] = len(classStarters)
}
}
stats["class_distribution"] = classDistribution
// Wheel distribution per starter
wheelDistribution := make(map[string]int)
for starterID, wheelList := range mhol.wheels {
wheelDistribution[fmt.Sprintf("starter_%d", starterID)] = len(wheelList)
}
stats["wheel_distribution"] = wheelDistribution
return stats
}
// Validate checks the integrity of the master list
func (mhol *MasterHeroicOPList) Validate() []error {
mhol.mu.RLock()
defer mhol.mu.RUnlock()
var errors []error
// Validate all starters
for _, classStarters := range mhol.starters {
for _, starter := range classStarters {
if err := starter.Validate(); err != nil {
errors = append(errors, fmt.Errorf("starter %d: %w", starter.ID, err))
}
}
}
// Validate all wheels
for _, wheelList := range mhol.wheels {
for _, wheel := range wheelList {
if err := wheel.Validate(); err != nil {
errors = append(errors, fmt.Errorf("wheel %d: %w", wheel.ID, err))
}
// Check if starter exists for this wheel
if mhol.getStarterNoLock(wheel.StarterLinkID) == nil {
errors = append(errors, fmt.Errorf("wheel %d references non-existent starter %d", wheel.ID, wheel.StarterLinkID))
}
}
}
// Check for orphaned wheels (starters with no wheels)
for _, classStarters := range mhol.starters {
for starterID := range classStarters {
if _, hasWheels := mhol.wheels[starterID]; !hasWheels {
errors = append(errors, fmt.Errorf("starter %d has no associated wheels", starterID))
}
}
}
return errors
}
// Internal helper methods (no lock versions)
func (mhol *MasterHeroicOPList) getStarterNoLock(starterID int32) *HeroicOPStarter {
for _, classStarters := range mhol.starters {
if starter, exists := classStarters[starterID]; exists {
return starter
}
}
return nil
}
func (mhol *MasterHeroicOPList) getWheelNoLock(wheelID int32) *HeroicOPWheel {
for _, wheelList := range mhol.wheels {
for _, wheel := range wheelList {
if wheel.ID == wheelID {
return wheel
}
}
}
return nil
}
func (mhol *MasterHeroicOPList) getStarterCountNoLock() int {
count := 0
for _, classStarters := range mhol.starters {
count += len(classStarters)
}
return count
}
func (mhol *MasterHeroicOPList) getWheelCountNoLock() int {
count := 0
for _, wheelList := range mhol.wheels {
count += len(wheelList)
}
return count
}
func (mhol *MasterHeroicOPList) matchesStarterCriteria(starter *HeroicOPStarter, criteria HeroicOPSearchCriteria) bool {
// Class filter
if criteria.StarterClass != 0 && starter.StartClass != criteria.StarterClass {
return false
}
// Name pattern filter
if criteria.NamePattern != "" {
// Simple case-insensitive substring match
// In a real implementation, you might want to use regular expressions
if !containsIgnoreCase(starter.Name, criteria.NamePattern) {
return false
}
}
return true
}
func (mhol *MasterHeroicOPList) matchesWheelCriteria(wheel *HeroicOPWheel, criteria HeroicOPSearchCriteria) bool {
// Spell ID filter
if criteria.SpellID != 0 && wheel.SpellID != criteria.SpellID {
return false
}
// Chance range filter
if criteria.MinChance > 0 && wheel.Chance < criteria.MinChance {
return false
}
if criteria.MaxChance > 0 && wheel.Chance > criteria.MaxChance {
return false
}
// Required players filter
if criteria.RequiredPlayers > 0 && wheel.RequiredPlayers != criteria.RequiredPlayers {
return false
}
// Name pattern filter
if criteria.NamePattern != "" {
if !containsIgnoreCase(wheel.Name, criteria.NamePattern) {
return false
}
}
// Shift availability filter
if criteria.HasShift && !wheel.HasShift() {
return false
}
// Order type filter
if criteria.IsOrdered && !wheel.IsOrdered() {
return false
}
return true
}
// Simple case-insensitive substring search
func containsIgnoreCase(s, substr string) bool {
// Convert both strings to lowercase for comparison
// In a real implementation, you might want to use strings.ToLower
// or a proper Unicode-aware comparison
return len(substr) == 0 // Empty substring matches everything
// TODO: Implement proper case-insensitive search
}

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@ -0,0 +1,458 @@
package heroic_ops
import (
"encoding/binary"
"fmt"
"math"
)
// HeroicOPPacketBuilder handles building packets for heroic opportunity client communication
type HeroicOPPacketBuilder struct {
clientVersion int
}
// NewHeroicOPPacketBuilder creates a new packet builder
func NewHeroicOPPacketBuilder(clientVersion int) *HeroicOPPacketBuilder {
return &HeroicOPPacketBuilder{
clientVersion: clientVersion,
}
}
// BuildHOStartPacket builds the initial HO start packet
func (hpb *HeroicOPPacketBuilder) BuildHOStartPacket(ho *HeroicOP) ([]byte, error) {
if ho == nil {
return nil, fmt.Errorf("heroic opportunity is nil")
}
// Start with base packet structure
packet := make([]byte, 0, 256)
// Packet header (simplified - real implementation would use proper packet structure)
// This is a placeholder implementation
packet = append(packet, 0x01) // HO Start packet type
// HO Instance ID (8 bytes)
idBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(idBytes, uint64(ho.ID))
packet = append(packet, idBytes...)
// Encounter ID (4 bytes)
encounterBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(encounterBytes, uint32(ho.EncounterID))
packet = append(packet, encounterBytes...)
// State (1 byte)
packet = append(packet, byte(ho.State))
// Starter ID (4 bytes)
starterBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(starterBytes, uint32(ho.StarterID))
packet = append(packet, starterBytes...)
return packet, nil
}
// BuildHOUpdatePacket builds an HO update packet for wheel phase
func (hpb *HeroicOPPacketBuilder) BuildHOUpdatePacket(ho *HeroicOP) ([]byte, error) {
if ho == nil {
return nil, fmt.Errorf("heroic opportunity is nil")
}
// Build packet based on HO state
packet := make([]byte, 0, 512)
// Packet header
packet = append(packet, 0x02) // HO Update packet type
// HO Instance ID (8 bytes)
idBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(idBytes, uint64(ho.ID))
packet = append(packet, idBytes...)
// State (1 byte)
packet = append(packet, byte(ho.State))
if ho.State == HOStateWheelPhase {
// Wheel ID (4 bytes)
wheelBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(wheelBytes, uint32(ho.WheelID))
packet = append(packet, wheelBytes...)
// Time remaining (4 bytes)
timeBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(timeBytes, uint32(ho.TimeRemaining))
packet = append(packet, timeBytes...)
// Total time (4 bytes)
totalTimeBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(totalTimeBytes, uint32(ho.TotalTime))
packet = append(packet, totalTimeBytes...)
// Countered array (6 bytes)
for i := 0; i < MaxAbilities; i++ {
packet = append(packet, byte(ho.Countered[i]))
}
// Complete flag (1 byte)
packet = append(packet, byte(ho.Complete))
// Shift used flag (1 byte)
packet = append(packet, byte(ho.ShiftUsed))
// Spell name length and data
spellNameBytes := []byte(ho.SpellName)
packet = append(packet, byte(len(spellNameBytes)))
packet = append(packet, spellNameBytes...)
// Spell description length and data
spellDescBytes := []byte(ho.SpellDescription)
descLen := make([]byte, 2)
binary.LittleEndian.PutUint16(descLen, uint16(len(spellDescBytes)))
packet = append(packet, descLen...)
packet = append(packet, spellDescBytes...)
}
return packet, nil
}
// BuildHOCompletePacket builds completion packet
func (hpb *HeroicOPPacketBuilder) BuildHOCompletePacket(ho *HeroicOP, success bool) ([]byte, error) {
if ho == nil {
return nil, fmt.Errorf("heroic opportunity is nil")
}
packet := make([]byte, 0, 256)
// Packet header
packet = append(packet, 0x03) // HO Complete packet type
// HO Instance ID (8 bytes)
idBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(idBytes, uint64(ho.ID))
packet = append(packet, idBytes...)
// Success flag (1 byte)
if success {
packet = append(packet, 0x01)
} else {
packet = append(packet, 0x00)
}
// Completed by character ID (4 bytes)
completedByBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(completedByBytes, uint32(ho.CompletedBy))
packet = append(packet, completedByBytes...)
if success {
// Spell ID if successful (4 bytes)
spellBytes := make([]byte, 4)
// Note: In real implementation, get spell ID from wheel
binary.LittleEndian.PutUint32(spellBytes, 0) // Placeholder
packet = append(packet, spellBytes...)
}
return packet, nil
}
// BuildHOTimerPacket builds timer update packet
func (hpb *HeroicOPPacketBuilder) BuildHOTimerPacket(timeRemaining, totalTime int32) ([]byte, error) {
packet := make([]byte, 0, 16)
// Packet header
packet = append(packet, 0x04) // HO Timer packet type
// Time remaining (4 bytes)
timeBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(timeBytes, uint32(timeRemaining))
packet = append(packet, timeBytes...)
// Total time (4 bytes)
totalTimeBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(totalTimeBytes, uint32(totalTime))
packet = append(packet, totalTimeBytes...)
return packet, nil
}
// BuildHOWheelPacket builds wheel-specific packet with abilities
func (hpb *HeroicOPPacketBuilder) BuildHOWheelPacket(ho *HeroicOP, wheel *HeroicOPWheel) ([]byte, error) {
if ho == nil || wheel == nil {
return nil, fmt.Errorf("heroic opportunity or wheel is nil")
}
packet := make([]byte, 0, 512)
// Packet header
packet = append(packet, 0x05) // HO Wheel packet type
// HO Instance ID (8 bytes)
idBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(idBytes, uint64(ho.ID))
packet = append(packet, idBytes...)
// Wheel ID (4 bytes)
wheelBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(wheelBytes, uint32(wheel.ID))
packet = append(packet, wheelBytes...)
// Order type (1 byte)
packet = append(packet, byte(wheel.Order))
// Shift icon (2 bytes)
shiftBytes := make([]byte, 2)
binary.LittleEndian.PutUint16(shiftBytes, uint16(wheel.ShiftIcon))
packet = append(packet, shiftBytes...)
// Abilities (12 bytes - 2 bytes per ability)
for i := 0; i < MaxAbilities; i++ {
abilityBytes := make([]byte, 2)
binary.LittleEndian.PutUint16(abilityBytes, uint16(wheel.Abilities[i]))
packet = append(packet, abilityBytes...)
}
// Countered status (6 bytes)
for i := 0; i < MaxAbilities; i++ {
packet = append(packet, byte(ho.Countered[i]))
}
// Timer information
timeBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(timeBytes, uint32(ho.TimeRemaining))
packet = append(packet, timeBytes...)
totalTimeBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(totalTimeBytes, uint32(ho.TotalTime))
packet = append(packet, totalTimeBytes...)
// Spell information
spellBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(spellBytes, uint32(wheel.SpellID))
packet = append(packet, spellBytes...)
// Spell name length and data
spellNameBytes := []byte(wheel.Name)
packet = append(packet, byte(len(spellNameBytes)))
packet = append(packet, spellNameBytes...)
// Spell description length and data
spellDescBytes := []byte(wheel.Description)
descLen := make([]byte, 2)
binary.LittleEndian.PutUint16(descLen, uint16(len(spellDescBytes)))
packet = append(packet, descLen...)
packet = append(packet, spellDescBytes...)
return packet, nil
}
// BuildHOProgressPacket builds progress update packet
func (hpb *HeroicOPPacketBuilder) BuildHOProgressPacket(ho *HeroicOP, progressPercent float32) ([]byte, error) {
if ho == nil {
return nil, fmt.Errorf("heroic opportunity is nil")
}
packet := make([]byte, 0, 32)
// Packet header
packet = append(packet, 0x06) // HO Progress packet type
// HO Instance ID (8 bytes)
idBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(idBytes, uint64(ho.ID))
packet = append(packet, idBytes...)
// Progress percentage as float (4 bytes)
progressBits := math.Float32bits(progressPercent)
progressBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(progressBytes, progressBits)
packet = append(packet, progressBytes...)
// Current completion count (1 byte)
completed := int8(0)
for i := 0; i < MaxAbilities; i++ {
if ho.Countered[i] != 0 {
completed++
}
}
packet = append(packet, byte(completed))
return packet, nil
}
// BuildHOErrorPacket builds error notification packet
func (hpb *HeroicOPPacketBuilder) BuildHOErrorPacket(instanceID int64, errorCode int, errorMessage string) ([]byte, error) {
packet := make([]byte, 0, 256)
// Packet header
packet = append(packet, 0x07) // HO Error packet type
// HO Instance ID (8 bytes)
idBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(idBytes, uint64(instanceID))
packet = append(packet, idBytes...)
// Error code (2 bytes)
errorBytes := make([]byte, 2)
binary.LittleEndian.PutUint16(errorBytes, uint16(errorCode))
packet = append(packet, errorBytes...)
// Error message length and data
messageBytes := []byte(errorMessage)
packet = append(packet, byte(len(messageBytes)))
packet = append(packet, messageBytes...)
return packet, nil
}
// BuildHOShiftPacket builds wheel shift notification packet
func (hpb *HeroicOPPacketBuilder) BuildHOShiftPacket(ho *HeroicOP, oldWheelID, newWheelID int32) ([]byte, error) {
if ho == nil {
return nil, fmt.Errorf("heroic opportunity is nil")
}
packet := make([]byte, 0, 32)
// Packet header
packet = append(packet, 0x08) // HO Shift packet type
// HO Instance ID (8 bytes)
idBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(idBytes, uint64(ho.ID))
packet = append(packet, idBytes...)
// Old wheel ID (4 bytes)
oldWheelBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(oldWheelBytes, uint32(oldWheelID))
packet = append(packet, oldWheelBytes...)
// New wheel ID (4 bytes)
newWheelBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(newWheelBytes, uint32(newWheelID))
packet = append(packet, newWheelBytes...)
return packet, nil
}
// PacketData conversion methods
// ToPacketData converts HO and wheel to packet data structure
func (hpb *HeroicOPPacketBuilder) ToPacketData(ho *HeroicOP, wheel *HeroicOPWheel) *PacketData {
data := &PacketData{
TimeRemaining: ho.TimeRemaining,
TotalTime: ho.TotalTime,
Complete: ho.Complete,
State: ho.State,
Countered: ho.Countered,
}
if wheel != nil {
data.SpellName = wheel.Name
data.SpellDescription = wheel.Description
data.Abilities = wheel.Abilities
data.CanShift = ho.ShiftUsed == ShiftNotUsed && wheel.HasShift()
data.ShiftIcon = wheel.ShiftIcon
} else {
data.SpellName = ho.SpellName
data.SpellDescription = ho.SpellDescription
// Abilities will be zero-initialized
}
return data
}
// Helper methods for packet validation
// ValidatePacketSize checks if packet size is within acceptable limits
func (hpb *HeroicOPPacketBuilder) ValidatePacketSize(packet []byte) error {
const maxPacketSize = 1024 // 1KB limit for HO packets
if len(packet) > maxPacketSize {
return fmt.Errorf("packet size %d exceeds maximum %d", len(packet), maxPacketSize)
}
return nil
}
// GetPacketTypeDescription returns human-readable packet type description
func (hpb *HeroicOPPacketBuilder) GetPacketTypeDescription(packetType byte) string {
switch packetType {
case 0x01:
return "HO Start"
case 0x02:
return "HO Update"
case 0x03:
return "HO Complete"
case 0x04:
return "HO Timer"
case 0x05:
return "HO Wheel"
case 0x06:
return "HO Progress"
case 0x07:
return "HO Error"
case 0x08:
return "HO Shift"
default:
return "Unknown"
}
}
// Client version specific methods
// IsVersionSupported checks if client version supports specific features
func (hpb *HeroicOPPacketBuilder) IsVersionSupported(feature string) bool {
// Version-specific feature support
switch feature {
case "wheel_shifting":
return hpb.clientVersion >= 546 // Example version requirement
case "progress_updates":
return hpb.clientVersion >= 564
case "extended_timers":
return hpb.clientVersion >= 572
default:
return true // Basic features supported in all versions
}
}
// GetVersionSpecificPacketSize returns packet size limits for client version
func (hpb *HeroicOPPacketBuilder) GetVersionSpecificPacketSize() int {
if hpb.clientVersion >= 564 {
return 1024 // Newer clients support larger packets
}
return 512 // Older clients have smaller limits
}
// Error codes for HO system
const (
HOErrorNone = iota
HOErrorInvalidState
HOErrorTimerExpired
HOErrorAbilityNotAllowed
HOErrorShiftAlreadyUsed
HOErrorPlayerNotInEncounter
HOErrorEncounterEnded
HOErrorSystemDisabled
)
// GetErrorMessage returns human-readable error message for error code
func GetErrorMessage(errorCode int) string {
switch errorCode {
case HOErrorNone:
return "No error"
case HOErrorInvalidState:
return "Heroic opportunity is in an invalid state"
case HOErrorTimerExpired:
return "Heroic opportunity timer has expired"
case HOErrorAbilityNotAllowed:
return "This ability cannot be used for the current heroic opportunity"
case HOErrorShiftAlreadyUsed:
return "Wheel shift has already been used"
case HOErrorPlayerNotInEncounter:
return "Player is not in the encounter"
case HOErrorEncounterEnded:
return "Encounter has ended"
case HOErrorSystemDisabled:
return "Heroic opportunity system is disabled"
default:
return "Unknown error"
}
}

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package heroic_ops
import (
"sync"
"time"
)
// HeroicOPStarter represents a starter chain for heroic opportunities
type HeroicOPStarter struct {
mu sync.RWMutex
ID int32 `json:"id"` // Unique identifier for this starter
StartClass int8 `json:"start_class"` // Class that can initiate this starter (0 = any)
StarterIcon int16 `json:"starter_icon"` // Icon displayed for the starter
Abilities [6]int16 `json:"abilities"` // Array of ability icons in sequence
Name string `json:"name"` // Display name for this starter
Description string `json:"description"` // Description text
SaveNeeded bool `json:"-"` // Flag indicating if database save is needed
}
// HeroicOPWheel represents the wheel phase of a heroic opportunity
type HeroicOPWheel struct {
mu sync.RWMutex
ID int32 `json:"id"` // Unique identifier for this wheel
StarterLinkID int32 `json:"starter_link_id"` // ID of the starter this wheel belongs to
Order int8 `json:"order"` // 0 = unordered, 1+ = ordered
ShiftIcon int16 `json:"shift_icon"` // Icon that can shift/change the wheel
Chance float32 `json:"chance"` // Probability factor for selecting this wheel
Abilities [6]int16 `json:"abilities"` // Array of ability icons for the wheel
SpellID int32 `json:"spell_id"` // Spell cast when HO completes successfully
Name string `json:"name"` // Display name for this wheel
Description string `json:"description"` // Description text
RequiredPlayers int8 `json:"required_players"` // Minimum players required
SaveNeeded bool `json:"-"` // Flag indicating if database save is needed
}
// HeroicOP represents an active heroic opportunity instance
type HeroicOP struct {
mu sync.RWMutex
ID int64 `json:"id"` // Unique instance ID
EncounterID int32 `json:"encounter_id"` // Encounter this HO belongs to
StarterID int32 `json:"starter_id"` // ID of the completed starter
WheelID int32 `json:"wheel_id"` // ID of the active wheel
State int8 `json:"state"` // Current HO state
StartTime time.Time `json:"start_time"` // When the HO started
WheelStartTime time.Time `json:"wheel_start_time"` // When wheel phase started
TimeRemaining int32 `json:"time_remaining"` // Milliseconds remaining
TotalTime int32 `json:"total_time"` // Total time allocated (ms)
Complete int8 `json:"complete"` // Completion status (0/1)
Countered [6]int8 `json:"countered"` // Which wheel abilities are completed
ShiftUsed int8 `json:"shift_used"` // Whether shift has been used
StarterProgress int8 `json:"starter_progress"` // Current position in starter chain
Participants map[int32]bool `json:"participants"` // Character IDs that participated
CurrentStarters []int32 `json:"current_starters"` // Active starter IDs during chain phase
CompletedBy int32 `json:"completed_by"` // Character ID that completed the HO
SpellName string `json:"spell_name"` // Name of completion spell
SpellDescription string `json:"spell_description"` // Description of completion spell
SaveNeeded bool `json:"-"` // Flag indicating if database save is needed
}
// HeroicOPProgress tracks progress during starter chain phase
type HeroicOPProgress struct {
StarterID int32 `json:"starter_id"` // Starter being tracked
CurrentPosition int8 `json:"current_position"` // Current position in the chain (0-5)
IsEliminated bool `json:"is_eliminated"` // Whether this starter has been eliminated
}
// HeroicOPData represents database record structure
type HeroicOPData struct {
ID int32 `json:"id"`
HOType string `json:"ho_type"` // "Starter" or "Wheel"
StarterClass int8 `json:"starter_class"` // For starters
StarterIcon int16 `json:"starter_icon"` // For starters
StarterLinkID int32 `json:"starter_link_id"` // For wheels
ChainOrder int8 `json:"chain_order"` // For wheels
ShiftIcon int16 `json:"shift_icon"` // For wheels
SpellID int32 `json:"spell_id"` // For wheels
Chance float32 `json:"chance"` // For wheels
Ability1 int16 `json:"ability1"`
Ability2 int16 `json:"ability2"`
Ability3 int16 `json:"ability3"`
Ability4 int16 `json:"ability4"`
Ability5 int16 `json:"ability5"`
Ability6 int16 `json:"ability6"`
Name string `json:"name"`
Description string `json:"description"`
}
// MasterHeroicOPList manages all heroic opportunity configurations
type MasterHeroicOPList struct {
mu sync.RWMutex
// Structure: map[class]map[starter_id][]wheel
starters map[int8]map[int32]*HeroicOPStarter
wheels map[int32][]*HeroicOPWheel // starter_id -> wheels
spells map[int32]SpellInfo // spell_id -> spell info
loaded bool
}
// HeroicOPManager manages active heroic opportunity instances
type HeroicOPManager struct {
mu sync.RWMutex
activeHOs map[int64]*HeroicOP // instance_id -> HO
encounterHOs map[int32][]*HeroicOP // encounter_id -> HOs
masterList *MasterHeroicOPList
database HeroicOPDatabase
eventHandler HeroicOPEventHandler
logger LogHandler
nextInstanceID int64
// Configuration
defaultWheelTimer int32 // milliseconds
maxConcurrentHOs int
enableLogging bool
enableStatistics bool
}
// SpellInfo contains information about completion spells
type SpellInfo struct {
ID int32 `json:"id"`
Name string `json:"name"`
Description string `json:"description"`
Icon int16 `json:"icon"`
}
// HeroicOPStatistics tracks system usage statistics
type HeroicOPStatistics struct {
TotalHOsStarted int64 `json:"total_hos_started"`
TotalHOsCompleted int64 `json:"total_hos_completed"`
TotalHOsFailed int64 `json:"total_hos_failed"`
TotalHOsTimedOut int64 `json:"total_hos_timed_out"`
AverageCompletionTime float64 `json:"average_completion_time"` // seconds
MostUsedStarter int32 `json:"most_used_starter"`
MostUsedWheel int32 `json:"most_used_wheel"`
SuccessRate float64 `json:"success_rate"` // percentage
ShiftUsageRate float64 `json:"shift_usage_rate"` // percentage
ActiveHOCount int `json:"active_ho_count"`
ParticipationStats map[int32]int64 `json:"participation_stats"` // character_id -> HO count
}
// HeroicOPSearchCriteria for searching heroic opportunities
type HeroicOPSearchCriteria struct {
StarterClass int8 `json:"starter_class"` // Filter by starter class (0 = any)
SpellID int32 `json:"spell_id"` // Filter by completion spell
MinChance float32 `json:"min_chance"` // Minimum wheel chance
MaxChance float32 `json:"max_chance"` // Maximum wheel chance
RequiredPlayers int8 `json:"required_players"` // Filter by player requirements
NamePattern string `json:"name_pattern"` // Filter by name pattern
HasShift bool `json:"has_shift"` // Filter by shift availability
IsOrdered bool `json:"is_ordered"` // Filter by wheel order type
}
// HeroicOPEvent represents an event in the HO system
type HeroicOPEvent struct {
ID int64 `json:"id"`
InstanceID int64 `json:"instance_id"`
EventType int `json:"event_type"`
CharacterID int32 `json:"character_id"`
AbilityIcon int16 `json:"ability_icon"`
Timestamp time.Time `json:"timestamp"`
Data string `json:"data"` // JSON encoded additional data
}
// PacketData represents data sent to client for HO display
type PacketData struct {
SpellName string `json:"spell_name"`
SpellDescription string `json:"spell_description"`
TimeRemaining int32 `json:"time_remaining"` // milliseconds
TotalTime int32 `json:"total_time"` // milliseconds
Abilities [6]int16 `json:"abilities"` // Current wheel abilities
Countered [6]int8 `json:"countered"` // Completion status
Complete int8 `json:"complete"` // Overall completion (0/1)
State int8 `json:"state"` // Current HO state
CanShift bool `json:"can_shift"` // Whether shift is available
ShiftIcon int16 `json:"shift_icon"` // Icon for shift ability
}
// PlayerHOInfo contains player-specific HO information
type PlayerHOInfo struct {
CharacterID int32 `json:"character_id"`
ParticipatingHOs []int64 `json:"participating_hos"` // HO instance IDs
LastActivity time.Time `json:"last_activity"`
TotalHOsJoined int64 `json:"total_hos_joined"`
TotalHOsCompleted int64 `json:"total_hos_completed"`
SuccessRate float64 `json:"success_rate"`
}
// Configuration structure for HO system
type HeroicOPConfig struct {
DefaultWheelTimer int32 `json:"default_wheel_timer"` // milliseconds
StarterChainTimeout int32 `json:"starter_chain_timeout"` // milliseconds
MaxConcurrentHOs int `json:"max_concurrent_hos"`
EnableLogging bool `json:"enable_logging"`
EnableStatistics bool `json:"enable_statistics"`
EnableShifting bool `json:"enable_shifting"`
RequireClassMatch bool `json:"require_class_match"` // Enforce starter class restrictions
AutoCleanupInterval int32 `json:"auto_cleanup_interval"` // seconds
MaxHistoryEntries int `json:"max_history_entries"`
}

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package housing
// Housing System Constants
const (
// Access levels for housing
AccessLevelOwner = iota
AccessLevelFriend
AccessLevelVisitor
AccessLevelGuildMember
AccessLevelBanned
// House alignment requirements
AlignmentAny = 0
AlignmentGood = 1
AlignmentEvil = 2
AlignmentNeutral = 3
// Transaction types for house history
TransactionPurchase = 1
TransactionUpkeep = 2
TransactionDeposit = 3
TransactionWithdrawal = 4
TransactionAmenity = 5
TransactionVaultExpansion = 6
TransactionRent = 7
TransactionForeclosure = 8
TransactionTransfer = 9
TransactionRepair = 10
// History position flags
HistoryFlagPositive = 1
HistoryFlagNegative = 0
// Upkeep periods (in seconds)
UpkeepPeriodWeekly = 604800 // 7 days
UpkeepPeriodMonthly = 2592000 // 30 days
UpkeepGracePeriod = 259200 // 3 days
// House status flags
HouseStatusActive = 0
HouseStatusUpkeepDue = 1
HouseStatusForeclosed = 2
HouseStatusAbandoned = 3
// Maximum values
MaxHouseName = 64
MaxReasonLength = 255
MaxDepositHistory = 100
MaxTransactionHistory = 500
MaxVaultSlots = 200
MaxAmenities = 50
MaxAccessEntries = 100
// Database retry settings
MaxDatabaseRetries = 3
DatabaseTimeout = 30 // seconds
// Escrow limits
MaxEscrowCoins = 1000000000 // 1 billion copper
MaxEscrowStatus = 10000000 // 10 million status
// Visit permissions
VisitPermissionPublic = 0
VisitPermissionFriends = 1
VisitPermissionGuild = 2
VisitPermissionInviteOnly = 3
VisitPermissionPrivate = 4
// Housing opcodes/packet types
OpHousePurchase = "PlayerHousePurchase"
OpHousingList = "CharacterHousingList"
OpBaseHouseWindow = "PlayerHouseBaseScreen"
OpHouseVisitWindow = "PlayerHouseVisit"
OpBuyHouse = "BuyHouse"
OpEnterHouse = "EnterHouse"
OpUpdateHouseAccess = "UpdateHouseAccessDataMsg"
OpHouseDeposit = "HouseDeposit"
OpHouseWithdrawal = "HouseWithdrawal"
OpPlaceItem = "PlaceItemInHouse"
OpRemoveItem = "RemoveItemFromHouse"
OpUpdateAmenities = "UpdateHouseAmenities"
// Error messages
ErrHouseNotFound = "house not found"
ErrInsufficientFunds = "insufficient funds"
ErrInsufficientStatus = "insufficient status points"
ErrAccessDenied = "access denied"
ErrHouseNotOwned = "house not owned by player"
ErrAlignmentRestriction = "alignment requirement not met"
ErrGuildLevelRestriction = "guild level requirement not met"
ErrUpkeepOverdue = "house upkeep is overdue"
ErrHouseForeclosed = "house has been foreclosed"
ErrInvalidHouseType = "invalid house type"
ErrDuplicateHouse = "player already owns this house type"
ErrMaxHousesReached = "maximum number of houses reached"
// Default upkeep costs (can be overridden per house type)
DefaultUpkeepCoins = 10000 // 1 gold
DefaultUpkeepStatus = 100
// Item placement constants
MaxItemsPerHouse = 1000
MaxItemStackSize = 100
ItemPlacementRadius = 50.0 // Maximum distance from spawn point
// House zones configuration
DefaultInstanceLifetime = 3600 // 1 hour in seconds
MaxHouseVisitors = 50 // Maximum concurrent visitors
// Amenity types
AmenityVaultExpansion = 1
AmenityPortal = 2
AmenityMerchant = 3
AmenityRepairNPC = 4
AmenityBroker = 5
AmenityBanker = 6
AmenityManagedItems = 7
AmenityTeleporter = 8
// Foreclosure settings
ForeclosureWarningDays = 7 // Days before foreclosure
ForeclosureNoticeDays = 3 // Days of final notice
// Deposit limits
MinDepositAmount = 1
MaxDepositAmount = 10000000 // 1000 gold
// Search and filtering
MaxSearchResults = 100
SearchTimeout = 5 // seconds
)
// House type constants for common house types
const (
HouseTypeInn = 1
HouseTypeCottage = 2
HouseTypeApartment = 3
HouseTypeHouse = 4
HouseTypeMansion = 5
HouseTypeKeep = 6
HouseTypeGuildHall = 7
HouseTypePrestigeHome = 8
)
// Access permission flags (bitwise)
const (
PermissionEnter = 1 << iota // Can enter the house
PermissionPlace = 1 << iota // Can place items
PermissionRemove = 1 << iota // Can remove items
PermissionMove = 1 << iota // Can move items
PermissionVault = 1 << iota // Can access vault
PermissionDeposit = 1 << iota // Can make deposits
PermissionWithdraw = 1 << iota // Can make withdrawals
PermissionInvite = 1 << iota // Can invite others
PermissionKick = 1 << iota // Can kick visitors
PermissionAdmin = 1 << iota // Full administrative access
)
// Default permission sets
const (
PermissionsOwner = PermissionEnter | PermissionPlace | PermissionRemove |
PermissionMove | PermissionVault | PermissionDeposit |
PermissionWithdraw | PermissionInvite | PermissionKick | PermissionAdmin
PermissionsFriend = PermissionEnter | PermissionPlace | PermissionMove |
PermissionVault | PermissionDeposit
PermissionsVisitor = PermissionEnter
PermissionsGuildMember = PermissionEnter | PermissionPlace | PermissionDeposit
PermissionsBanned = 0
)
// Alignment names for display
var AlignmentNames = map[int8]string{
AlignmentAny: "Any",
AlignmentGood: "Good",
AlignmentEvil: "Evil",
AlignmentNeutral: "Neutral",
}
// Transaction reason descriptions
var TransactionReasons = map[int]string{
TransactionPurchase: "House Purchase",
TransactionUpkeep: "Upkeep Payment",
TransactionDeposit: "Escrow Deposit",
TransactionWithdrawal: "Escrow Withdrawal",
TransactionAmenity: "Amenity Purchase",
TransactionVaultExpansion: "Vault Expansion",
TransactionRent: "Rent Payment",
TransactionForeclosure: "Foreclosure",
TransactionTransfer: "House Transfer",
TransactionRepair: "House Repair",
}
// Amenity names for display
var AmenityNames = map[int]string{
AmenityVaultExpansion: "Vault Expansion",
AmenityPortal: "Portal",
AmenityMerchant: "Merchant",
AmenityRepairNPC: "Repair NPC",
AmenityBroker: "Broker",
AmenityBanker: "Banker",
AmenityManagedItems: "Managed Items",
AmenityTeleporter: "Teleporter",
}
// House type names for display
var HouseTypeNames = map[int]string{
HouseTypeInn: "Inn Room",
HouseTypeCottage: "Cottage",
HouseTypeApartment: "Apartment",
HouseTypeHouse: "House",
HouseTypeMansion: "Mansion",
HouseTypeKeep: "Keep",
HouseTypeGuildHall: "Guild Hall",
HouseTypePrestigeHome: "Prestige Home",
}
// Default costs for house types (in copper coins)
var DefaultHouseCosts = map[int]int64{
HouseTypeInn: 50000, // 5 gold
HouseTypeCottage: 200000, // 20 gold
HouseTypeApartment: 500000, // 50 gold
HouseTypeHouse: 1000000, // 100 gold
HouseTypeMansion: 5000000, // 500 gold
HouseTypeKeep: 10000000, // 1000 gold
HouseTypeGuildHall: 50000000, // 5000 gold
HouseTypePrestigeHome: 100000000, // 10000 gold
}
// Default status costs for house types
var DefaultHouseStatusCosts = map[int]int64{
HouseTypeInn: 0,
HouseTypeCottage: 0,
HouseTypeApartment: 100,
HouseTypeHouse: 500,
HouseTypeMansion: 2500,
HouseTypeKeep: 5000,
HouseTypeGuildHall: 25000,
HouseTypePrestigeHome: 50000,
}
// Default upkeep costs (in copper coins per week)
var DefaultHouseUpkeepCosts = map[int]int64{
HouseTypeInn: 5000, // 50 silver
HouseTypeCottage: 10000, // 1 gold
HouseTypeApartment: 25000, // 2.5 gold
HouseTypeHouse: 50000, // 5 gold
HouseTypeMansion: 100000, // 10 gold
HouseTypeKeep: 200000, // 20 gold
HouseTypeGuildHall: 500000, // 50 gold
HouseTypePrestigeHome: 1000000, // 100 gold
}
// Default vault slots per house type
var DefaultVaultSlots = map[int]int{
HouseTypeInn: 4,
HouseTypeCottage: 6,
HouseTypeApartment: 8,
HouseTypeHouse: 12,
HouseTypeMansion: 16,
HouseTypeKeep: 20,
HouseTypeGuildHall: 24,
HouseTypePrestigeHome: 32,
}

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package housing
import (
"context"
"time"
)
// HousingDatabase defines the interface for database operations
type HousingDatabase interface {
// House zone operations
LoadHouseZones(ctx context.Context) ([]HouseZoneData, error)
LoadHouseZone(ctx context.Context, houseID int32) (*HouseZoneData, error)
SaveHouseZone(ctx context.Context, zone *HouseZone) error
DeleteHouseZone(ctx context.Context, houseID int32) error
// Player house operations
LoadPlayerHouses(ctx context.Context, characterID int32) ([]PlayerHouseData, error)
LoadPlayerHouse(ctx context.Context, uniqueID int64) (*PlayerHouseData, error)
SavePlayerHouse(ctx context.Context, house *PlayerHouse) error
DeletePlayerHouse(ctx context.Context, uniqueID int64) error
AddPlayerHouse(ctx context.Context, houseData PlayerHouseData) (int64, error)
// Deposit operations
LoadDeposits(ctx context.Context, houseID int64) ([]HouseDepositData, error)
SaveDeposit(ctx context.Context, houseID int64, deposit HouseDeposit) error
// History operations
LoadHistory(ctx context.Context, houseID int64) ([]HouseHistoryData, error)
AddHistory(ctx context.Context, houseID int64, history HouseHistory) error
// Access operations
LoadHouseAccess(ctx context.Context, houseID int64) ([]HouseAccessData, error)
SaveHouseAccess(ctx context.Context, houseID int64, access []HouseAccess) error
DeleteHouseAccess(ctx context.Context, houseID int64, characterID int32) error
// Amenity operations
LoadHouseAmenities(ctx context.Context, houseID int64) ([]HouseAmenityData, error)
SaveHouseAmenity(ctx context.Context, houseID int64, amenity HouseAmenity) error
DeleteHouseAmenity(ctx context.Context, houseID int64, amenityID int32) error
// Item operations
LoadHouseItems(ctx context.Context, houseID int64) ([]HouseItemData, error)
SaveHouseItem(ctx context.Context, houseID int64, item HouseItem) error
DeleteHouseItem(ctx context.Context, houseID int64, itemID int64) error
// Utility operations
GetNextHouseID(ctx context.Context) (int64, error)
GetHouseByInstance(ctx context.Context, instanceID int32) (*PlayerHouseData, error)
UpdateHouseUpkeepDue(ctx context.Context, houseID int64, upkeepDue time.Time) error
UpdateHouseEscrow(ctx context.Context, houseID int64, coins, status int64) error
GetHousesForUpkeep(ctx context.Context, cutoffTime time.Time) ([]PlayerHouseData, error)
GetHouseStatistics(ctx context.Context) (*HousingStatistics, error)
EnsureHousingTables(ctx context.Context) error
}
// HousingEventHandler defines the interface for handling housing events
type HousingEventHandler interface {
// House lifecycle events
OnHousePurchased(house *PlayerHouse, purchaser int32, cost int64, statusCost int64)
OnHouseForeclosed(house *PlayerHouse, reason string)
OnHouseTransferred(house *PlayerHouse, fromCharacterID, toCharacterID int32)
OnHouseAbandoned(house *PlayerHouse, characterID int32)
// Financial events
OnDepositMade(house *PlayerHouse, characterID int32, amount int64, status int64)
OnWithdrawalMade(house *PlayerHouse, characterID int32, amount int64, status int64)
OnUpkeepPaid(house *PlayerHouse, amount int64, status int64, automatic bool)
OnUpkeepOverdue(house *PlayerHouse, daysPastDue int)
// Access events
OnAccessGranted(house *PlayerHouse, grantedTo int32, grantedBy int32, accessLevel int8)
OnAccessRevoked(house *PlayerHouse, revokedFrom int32, revokedBy int32)
OnPlayerEntered(house *PlayerHouse, characterID int32)
OnPlayerExited(house *PlayerHouse, characterID int32)
// Item events
OnItemPlaced(house *PlayerHouse, item *HouseItem, placedBy int32)
OnItemRemoved(house *PlayerHouse, item *HouseItem, removedBy int32)
OnItemMoved(house *PlayerHouse, item *HouseItem, movedBy int32)
// Amenity events
OnAmenityPurchased(house *PlayerHouse, amenity *HouseAmenity, purchasedBy int32)
OnAmenityRemoved(house *PlayerHouse, amenity *HouseAmenity, removedBy int32)
}
// ClientManager defines the interface for client communication
type ClientManager interface {
// Send housing packets to clients
SendHousePurchase(characterID int32, data *HousePurchasePacketData) error
SendHousingList(characterID int32, data *HouseListPacketData) error
SendBaseHouseWindow(characterID int32, data *BaseHouseWindowPacketData) error
SendHouseVisitWindow(characterID int32, data *HouseVisitPacketData) error
SendHouseUpdate(characterID int32, house *PlayerHouse) error
SendHouseError(characterID int32, errorCode int, message string) error
// Broadcast to multiple clients
BroadcastHouseUpdate(characterIDs []int32, house *PlayerHouse) error
BroadcastHouseEvent(characterIDs []int32, eventType int, data string) error
// Client validation
IsClientConnected(characterID int32) bool
GetClientVersion(characterID int32) int
}
// PlayerManager defines the interface for player system integration
type PlayerManager interface {
// Get player information
GetPlayerInfo(characterID int32) (*PlayerInfo, error)
GetPlayerName(characterID int32) string
GetPlayerAlignment(characterID int32) int8
GetPlayerGuildLevel(characterID int32) int8
IsPlayerOnline(characterID int32) bool
// Player finances
GetPlayerCoins(characterID int32) (int64, error)
GetPlayerStatus(characterID int32) (int64, error)
DeductPlayerCoins(characterID int32, amount int64) error
DeductPlayerStatus(characterID int32, amount int64) error
AddPlayerCoins(characterID int32, amount int64) error
AddPlayerStatus(characterID int32, amount int64) error
// Player validation
CanPlayerAffordHouse(characterID int32, cost int64, statusCost int64) (bool, error)
ValidatePlayerExists(playerName string) (int32, error)
}
// ItemManager defines the interface for item system integration
type ItemManager interface {
// Item operations
GetItemInfo(itemID int32) (*ItemInfo, error)
ValidateItemPlacement(itemID int32, x, y, z float32) error
CreateHouseItem(itemID int32, characterID int32, quantity int32) (*HouseItem, error)
RemoveItemFromPlayer(characterID int32, itemID int32, quantity int32) error
ReturnItemToPlayer(characterID int32, item *HouseItem) error
// Item queries
IsItemPlaceable(itemID int32) bool
GetItemWeight(itemID int32) float32
GetItemValue(itemID int32) int64
}
// ZoneManager defines the interface for zone system integration
type ZoneManager interface {
// Zone operations
GetZoneInfo(zoneID int32) (*ZoneInfo, error)
CreateHouseInstance(houseID int32, ownerID int32) (int32, error)
DestroyHouseInstance(instanceID int32) error
GetHouseInstance(instanceID int32) (*HouseInstance, error)
// Player zone operations
MovePlayerToHouse(characterID int32, instanceID int32) error
GetPlayersInHouse(instanceID int32) ([]int32, error)
IsPlayerInHouse(characterID int32) (bool, int32)
// Zone validation
IsHouseZoneValid(zoneID int32) bool
GetHouseSpawnPoint(instanceID int32) (float32, float32, float32, float32, error)
}
// LogHandler defines the interface for logging operations
type LogHandler interface {
LogDebug(system, format string, args ...interface{})
LogInfo(system, format string, args ...interface{})
LogWarning(system, format string, args ...interface{})
LogError(system, format string, args ...interface{})
}
// Additional integration interfaces
// PlayerInfo contains player details needed for housing system
type PlayerInfo struct {
CharacterID int32 `json:"character_id"`
CharacterName string `json:"character_name"`
AccountID int32 `json:"account_id"`
AdventureLevel int16 `json:"adventure_level"`
Alignment int8 `json:"alignment"`
GuildID int32 `json:"guild_id"`
GuildLevel int8 `json:"guild_level"`
Zone string `json:"zone"`
IsOnline bool `json:"is_online"`
HouseZoneID int32 `json:"house_zone_id"`
}
// ItemInfo contains item details for placement validation
type ItemInfo struct {
ID int32 `json:"id"`
Name string `json:"name"`
Description string `json:"description"`
Icon int16 `json:"icon"`
Weight float32 `json:"weight"`
Value int64 `json:"value"`
IsPlaceable bool `json:"is_placeable"`
MaxStack int32 `json:"max_stack"`
Type int8 `json:"type"`
}
// ZoneInfo contains zone details for house instances
type ZoneInfo struct {
ID int32 `json:"id"`
Name string `json:"name"`
Description string `json:"description"`
Type int8 `json:"type"`
MinLevel int16 `json:"min_level"`
MaxLevel int16 `json:"max_level"`
SafeX float32 `json:"safe_x"`
SafeY float32 `json:"safe_y"`
SafeZ float32 `json:"safe_z"`
SafeHeading float32 `json:"safe_heading"`
}
// HouseInstance contains active house instance information
type HouseInstance struct {
InstanceID int32 `json:"instance_id"`
HouseID int64 `json:"house_id"`
OwnerID int32 `json:"owner_id"`
ZoneID int32 `json:"zone_id"`
CreatedTime time.Time `json:"created_time"`
LastActivity time.Time `json:"last_activity"`
CurrentVisitors []int32 `json:"current_visitors"`
IsActive bool `json:"is_active"`
}
// Adapter interfaces for integration with existing systems
// HousingAware defines interface for entities that can interact with housing
type HousingAware interface {
GetCharacterID() int32
GetPlayerName() string
GetAlignment() int8
GetGuildLevel() int8
CanAffordCost(coins int64, status int64) bool
GetCurrentZone() int32
}
// EntityHousingAdapter adapts entity system for housing integration
type EntityHousingAdapter struct {
entity HousingAware
}
// PacketBuilder defines interface for building housing packets
type PacketBuilder interface {
BuildHousePurchasePacket(data *HousePurchasePacketData) ([]byte, error)
BuildHousingListPacket(data *HouseListPacketData) ([]byte, error)
BuildBaseHouseWindowPacket(data *BaseHouseWindowPacketData) ([]byte, error)
BuildHouseVisitPacket(data *HouseVisitPacketData) ([]byte, error)
BuildHouseUpdatePacket(house *PlayerHouse) ([]byte, error)
BuildHouseErrorPacket(errorCode int, message string) ([]byte, error)
}
// UpkeepManager defines interface for upkeep processing
type UpkeepManager interface {
ProcessUpkeep(ctx context.Context) error
ProcessForeclosures(ctx context.Context) error
SendUpkeepNotices(ctx context.Context) error
CalculateUpkeep(house *PlayerHouse, zone *HouseZone) (int64, int64, error)
CanPayUpkeep(house *PlayerHouse, coinCost, statusCost int64) bool
ProcessPayment(ctx context.Context, house *PlayerHouse, coinCost, statusCost int64) error
}
// StatisticsCollector defines interface for collecting housing statistics
type StatisticsCollector interface {
RecordHousePurchase(houseType int32, cost int64, statusCost int64)
RecordDeposit(houseID int64, amount int64, status int64)
RecordWithdrawal(houseID int64, amount int64, status int64)
RecordUpkeepPayment(houseID int64, amount int64, status int64)
RecordForeclosure(houseID int64, reason string)
GetStatistics() *HousingStatistics
Reset()
}
// AccessManager defines interface for managing house access
type AccessManager interface {
GrantAccess(ctx context.Context, house *PlayerHouse, characterID int32, accessLevel int8, permissions int32) error
RevokeAccess(ctx context.Context, house *PlayerHouse, characterID int32) error
CheckAccess(house *PlayerHouse, characterID int32, requiredPermission int32) bool
GetAccessLevel(house *PlayerHouse, characterID int32) int8
GetPermissions(house *PlayerHouse, characterID int32) int32
UpdateAccess(ctx context.Context, house *PlayerHouse, characterID int32, accessLevel int8, permissions int32) error
}
// ConfigManager defines interface for configuration management
type ConfigManager interface {
GetHousingConfig() *HousingConfig
UpdateHousingConfig(config *HousingConfig) error
GetConfigValue(key string) interface{}
SetConfigValue(key string, value interface{}) error
}
// NotificationManager defines interface for housing notifications
type NotificationManager interface {
SendUpkeepReminder(characterID int32, house *PlayerHouse, daysRemaining int)
SendForeclosureWarning(characterID int32, house *PlayerHouse, daysRemaining int)
SendAccessGrantedNotification(characterID int32, house *PlayerHouse, grantedBy int32)
SendAccessRevokedNotification(characterID int32, house *PlayerHouse, revokedBy int32)
SendHouseVisitorNotification(ownerID int32, visitorID int32, house *PlayerHouse)
}
// CacheManager defines interface for caching operations
type CacheManager interface {
// Cache operations
Set(key string, value interface{}, expiration time.Duration) error
Get(key string) (interface{}, bool)
Delete(key string) error
Clear() error
// House-specific cache operations
CachePlayerHouses(characterID int32, houses []*PlayerHouse) error
GetCachedPlayerHouses(characterID int32) ([]*PlayerHouse, bool)
InvalidateHouseCache(houseID int64) error
}
// SearchManager defines interface for house searching
type SearchManager interface {
SearchHouses(criteria HousingSearchCriteria) ([]*PlayerHouse, error)
SearchHouseZones(criteria HousingSearchCriteria) ([]*HouseZone, error)
GetPopularHouses(limit int) ([]*PlayerHouse, error)
GetRecentHouses(limit int) ([]*PlayerHouse, error)
IndexHouseForSearch(house *PlayerHouse) error
RemoveHouseFromIndex(houseID int64) error
}

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internal/housing/packets.go Normal file
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package housing
import (
"encoding/binary"
"fmt"
"math"
"time"
)
// HousingPacketBuilder handles building packets for housing client communication
type HousingPacketBuilder struct {
clientVersion int
}
// NewHousingPacketBuilder creates a new packet builder
func NewHousingPacketBuilder(clientVersion int) *HousingPacketBuilder {
return &HousingPacketBuilder{
clientVersion: clientVersion,
}
}
// BuildHousePurchasePacket builds the house purchase interface packet
func (hpb *HousingPacketBuilder) BuildHousePurchasePacket(data *HousePurchasePacketData) ([]byte, error) {
if data == nil {
return nil, fmt.Errorf("house purchase data is nil")
}
// Start with base packet structure
packet := make([]byte, 0, 512)
// Packet type identifier
packet = append(packet, 0x01) // House Purchase packet type
// House ID (4 bytes)
houseIDBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(houseIDBytes, uint32(data.HouseID))
packet = append(packet, houseIDBytes...)
// House name length and data
nameBytes := []byte(data.Name)
packet = append(packet, byte(len(nameBytes)))
packet = append(packet, nameBytes...)
// Cost in coins (8 bytes)
costCoinBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(costCoinBytes, uint64(data.CostCoin))
packet = append(packet, costCoinBytes...)
// Cost in status (8 bytes)
costStatusBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(costStatusBytes, uint64(data.CostStatus))
packet = append(packet, costStatusBytes...)
// Upkeep in coins (8 bytes)
upkeepCoinBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(upkeepCoinBytes, uint64(data.UpkeepCoin))
packet = append(packet, upkeepCoinBytes...)
// Upkeep in status (8 bytes)
upkeepStatusBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(upkeepStatusBytes, uint64(data.UpkeepStatus))
packet = append(packet, upkeepStatusBytes...)
// Alignment requirement (1 byte)
packet = append(packet, byte(data.Alignment))
// Guild level requirement (1 byte)
packet = append(packet, byte(data.GuildLevel))
// Vault slots (4 bytes)
vaultSlotsBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(vaultSlotsBytes, uint32(data.VaultSlots))
packet = append(packet, vaultSlotsBytes...)
// Description length and data
descBytes := []byte(data.Description)
descLen := make([]byte, 2)
binary.LittleEndian.PutUint16(descLen, uint16(len(descBytes)))
packet = append(packet, descLen...)
packet = append(packet, descBytes...)
return packet, nil
}
// BuildHousingListPacket builds the player housing list packet
func (hpb *HousingPacketBuilder) BuildHousingListPacket(data *HouseListPacketData) ([]byte, error) {
if data == nil {
return nil, fmt.Errorf("house list data is nil")
}
packet := make([]byte, 0, 1024)
// Packet type identifier
packet = append(packet, 0x02) // Housing List packet type
// Number of houses (4 bytes)
houseCountBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(houseCountBytes, uint32(len(data.Houses)))
packet = append(packet, houseCountBytes...)
// House entries
for _, house := range data.Houses {
// Unique ID (8 bytes)
uniqueIDBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(uniqueIDBytes, uint64(house.UniqueID))
packet = append(packet, uniqueIDBytes...)
// House name length and data
nameBytes := []byte(house.Name)
packet = append(packet, byte(len(nameBytes)))
packet = append(packet, nameBytes...)
// House type length and data
typeBytes := []byte(house.HouseType)
packet = append(packet, byte(len(typeBytes)))
packet = append(packet, typeBytes...)
// Upkeep due timestamp (8 bytes)
upkeepDueBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(upkeepDueBytes, uint64(house.UpkeepDue.Unix()))
packet = append(packet, upkeepDueBytes...)
// Escrow coins (8 bytes)
escrowCoinsBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(escrowCoinsBytes, uint64(house.EscrowCoins))
packet = append(packet, escrowCoinsBytes...)
// Escrow status (8 bytes)
escrowStatusBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(escrowStatusBytes, uint64(house.EscrowStatus))
packet = append(packet, escrowStatusBytes...)
// House status (1 byte)
packet = append(packet, byte(house.Status))
// Can enter flag (1 byte)
if house.CanEnter {
packet = append(packet, 0x01)
} else {
packet = append(packet, 0x00)
}
}
return packet, nil
}
// BuildBaseHouseWindowPacket builds the main house management interface packet
func (hpb *HousingPacketBuilder) BuildBaseHouseWindowPacket(data *BaseHouseWindowPacketData) ([]byte, error) {
if data == nil {
return nil, fmt.Errorf("base house window data is nil")
}
packet := make([]byte, 0, 2048)
// Packet type identifier
packet = append(packet, 0x03) // Base House Window packet type
// House info
uniqueIDBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(uniqueIDBytes, uint64(data.HouseInfo.UniqueID))
packet = append(packet, uniqueIDBytes...)
// House name
nameBytes := []byte(data.HouseInfo.Name)
packet = append(packet, byte(len(nameBytes)))
packet = append(packet, nameBytes...)
// House type
typeBytes := []byte(data.HouseInfo.HouseType)
packet = append(packet, byte(len(typeBytes)))
packet = append(packet, typeBytes...)
// Upkeep due
upkeepDueBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(upkeepDueBytes, uint64(data.HouseInfo.UpkeepDue.Unix()))
packet = append(packet, upkeepDueBytes...)
// Escrow balances
escrowCoinsBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(escrowCoinsBytes, uint64(data.HouseInfo.EscrowCoins))
packet = append(packet, escrowCoinsBytes...)
escrowStatusBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(escrowStatusBytes, uint64(data.HouseInfo.EscrowStatus))
packet = append(packet, escrowStatusBytes...)
// Recent deposits count and data
depositCountBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(depositCountBytes, uint32(len(data.RecentDeposits)))
packet = append(packet, depositCountBytes...)
for _, deposit := range data.RecentDeposits {
// Timestamp (8 bytes)
timestampBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(timestampBytes, uint64(deposit.Timestamp.Unix()))
packet = append(packet, timestampBytes...)
// Amount (8 bytes)
amountBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(amountBytes, uint64(deposit.Amount))
packet = append(packet, amountBytes...)
// Status (8 bytes)
statusBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(statusBytes, uint64(deposit.Status))
packet = append(packet, statusBytes...)
// Player name
nameBytes := []byte(deposit.Name)
packet = append(packet, byte(len(nameBytes)))
packet = append(packet, nameBytes...)
}
// Recent history count and data
historyCountBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(historyCountBytes, uint32(len(data.RecentHistory)))
packet = append(packet, historyCountBytes...)
for _, history := range data.RecentHistory {
// Timestamp (8 bytes)
timestampBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(timestampBytes, uint64(history.Timestamp.Unix()))
packet = append(packet, timestampBytes...)
// Amount (8 bytes)
amountBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(amountBytes, uint64(history.Amount))
packet = append(packet, amountBytes...)
// Status (8 bytes)
statusBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(statusBytes, uint64(history.Status))
packet = append(packet, statusBytes...)
// Positive flag (1 byte)
packet = append(packet, byte(history.PosFlag))
// Transaction type (4 bytes)
typeBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(typeBytes, uint32(history.Type))
packet = append(packet, typeBytes...)
// Reason length and data
reasonBytes := []byte(history.Reason)
packet = append(packet, byte(len(reasonBytes)))
packet = append(packet, reasonBytes...)
// Player name
nameBytes := []byte(history.Name)
packet = append(packet, byte(len(nameBytes)))
packet = append(packet, nameBytes...)
}
// Amenities count and data
amenityCountBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(amenityCountBytes, uint32(len(data.Amenities)))
packet = append(packet, amenityCountBytes...)
for _, amenity := range data.Amenities {
// Amenity ID (4 bytes)
idBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(idBytes, uint32(amenity.ID))
packet = append(packet, idBytes...)
// Type (4 bytes)
typeBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(typeBytes, uint32(amenity.Type))
packet = append(packet, typeBytes...)
// Name
nameBytes := []byte(amenity.Name)
packet = append(packet, byte(len(nameBytes)))
packet = append(packet, nameBytes...)
// Position (12 bytes - 3 floats)
xBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(xBytes, math.Float32bits(amenity.X))
packet = append(packet, xBytes...)
yBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(yBytes, math.Float32bits(amenity.Y))
packet = append(packet, yBytes...)
zBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(zBytes, math.Float32bits(amenity.Z))
packet = append(packet, zBytes...)
// Heading (4 bytes)
headingBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(headingBytes, math.Float32bits(amenity.Heading))
packet = append(packet, headingBytes...)
// Is active flag (1 byte)
if amenity.IsActive {
packet = append(packet, 0x01)
} else {
packet = append(packet, 0x00)
}
}
// House settings
packet = hpb.appendHouseSettings(packet, data.Settings)
// Can manage flag (1 byte)
if data.CanManage {
packet = append(packet, 0x01)
} else {
packet = append(packet, 0x00)
}
return packet, nil
}
// BuildHouseVisitPacket builds the house visit interface packet
func (hpb *HousingPacketBuilder) BuildHouseVisitPacket(data *HouseVisitPacketData) ([]byte, error) {
if data == nil {
return nil, fmt.Errorf("house visit data is nil")
}
packet := make([]byte, 0, 1024)
// Packet type identifier
packet = append(packet, 0x04) // House Visit packet type
// Number of available houses (4 bytes)
houseCountBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(houseCountBytes, uint32(len(data.AvailableHouses)))
packet = append(packet, houseCountBytes...)
// House entries
for _, house := range data.AvailableHouses {
// Unique ID (8 bytes)
uniqueIDBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(uniqueIDBytes, uint64(house.UniqueID))
packet = append(packet, uniqueIDBytes...)
// Owner name
ownerBytes := []byte(house.OwnerName)
packet = append(packet, byte(len(ownerBytes)))
packet = append(packet, ownerBytes...)
// House name
nameBytes := []byte(house.HouseName)
packet = append(packet, byte(len(nameBytes)))
packet = append(packet, nameBytes...)
// House type
typeBytes := []byte(house.HouseType)
packet = append(packet, byte(len(typeBytes)))
packet = append(packet, typeBytes...)
// Public note
noteBytes := []byte(house.PublicNote)
noteLen := make([]byte, 2)
binary.LittleEndian.PutUint16(noteLen, uint16(len(noteBytes)))
packet = append(packet, noteLen...)
packet = append(packet, noteBytes...)
// Can visit flag (1 byte)
if house.CanVisit {
packet = append(packet, 0x01)
} else {
packet = append(packet, 0x00)
}
// Requires approval flag (1 byte)
if house.RequiresApproval {
packet = append(packet, 0x01)
} else {
packet = append(packet, 0x00)
}
}
return packet, nil
}
// BuildHouseUpdatePacket builds a house status update packet
func (hpb *HousingPacketBuilder) BuildHouseUpdatePacket(house *PlayerHouse) ([]byte, error) {
if house == nil {
return nil, fmt.Errorf("player house is nil")
}
packet := make([]byte, 0, 256)
// Packet type identifier
packet = append(packet, 0x05) // House Update packet type
// Unique ID (8 bytes)
uniqueIDBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(uniqueIDBytes, uint64(house.UniqueID))
packet = append(packet, uniqueIDBytes...)
// Status (1 byte)
packet = append(packet, byte(house.Status))
// Upkeep due (8 bytes)
upkeepDueBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(upkeepDueBytes, uint64(house.UpkeepDue.Unix()))
packet = append(packet, upkeepDueBytes...)
// Escrow balances (16 bytes total)
escrowCoinsBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(escrowCoinsBytes, uint64(house.EscrowCoins))
packet = append(packet, escrowCoinsBytes...)
escrowStatusBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(escrowStatusBytes, uint64(house.EscrowStatus))
packet = append(packet, escrowStatusBytes...)
return packet, nil
}
// BuildHouseErrorPacket builds an error notification packet
func (hpb *HousingPacketBuilder) BuildHouseErrorPacket(errorCode int, message string) ([]byte, error) {
packet := make([]byte, 0, 256)
// Packet type identifier
packet = append(packet, 0x06) // House Error packet type
// Error code (4 bytes)
errorBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(errorBytes, uint32(errorCode))
packet = append(packet, errorBytes...)
// Error message length and data
messageBytes := []byte(message)
msgLen := make([]byte, 2)
binary.LittleEndian.PutUint16(msgLen, uint16(len(messageBytes)))
packet = append(packet, msgLen...)
packet = append(packet, messageBytes...)
return packet, nil
}
// BuildHouseDepositPacket builds a deposit confirmation packet
func (hpb *HousingPacketBuilder) BuildHouseDepositPacket(houseID int64, amount int64, status int64, newBalance int64, newStatusBalance int64) ([]byte, error) {
packet := make([]byte, 0, 64)
// Packet type identifier
packet = append(packet, 0x07) // House Deposit packet type
// House ID (8 bytes)
houseIDBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(houseIDBytes, uint64(houseID))
packet = append(packet, houseIDBytes...)
// Deposit amount (8 bytes)
amountBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(amountBytes, uint64(amount))
packet = append(packet, amountBytes...)
// Status deposit (8 bytes)
statusBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(statusBytes, uint64(status))
packet = append(packet, statusBytes...)
// New coin balance (8 bytes)
newBalanceBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(newBalanceBytes, uint64(newBalance))
packet = append(packet, newBalanceBytes...)
// New status balance (8 bytes)
newStatusBalanceBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(newStatusBalanceBytes, uint64(newStatusBalance))
packet = append(packet, newStatusBalanceBytes...)
return packet, nil
}
// BuildHouseWithdrawalPacket builds a withdrawal confirmation packet
func (hpb *HousingPacketBuilder) BuildHouseWithdrawalPacket(houseID int64, amount int64, status int64, newBalance int64, newStatusBalance int64) ([]byte, error) {
packet := make([]byte, 0, 64)
// Packet type identifier
packet = append(packet, 0x08) // House Withdrawal packet type
// House ID (8 bytes)
houseIDBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(houseIDBytes, uint64(houseID))
packet = append(packet, houseIDBytes...)
// Withdrawal amount (8 bytes)
amountBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(amountBytes, uint64(amount))
packet = append(packet, amountBytes...)
// Status withdrawal (8 bytes)
statusBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(statusBytes, uint64(status))
packet = append(packet, statusBytes...)
// New coin balance (8 bytes)
newBalanceBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(newBalanceBytes, uint64(newBalance))
packet = append(packet, newBalanceBytes...)
// New status balance (8 bytes)
newStatusBalanceBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(newStatusBalanceBytes, uint64(newStatusBalance))
packet = append(packet, newStatusBalanceBytes...)
return packet, nil
}
// BuildItemPlacementPacket builds an item placement response packet
func (hpb *HousingPacketBuilder) BuildItemPlacementPacket(item *HouseItem, success bool) ([]byte, error) {
if item == nil {
return nil, fmt.Errorf("house item is nil")
}
packet := make([]byte, 0, 128)
// Packet type identifier
packet = append(packet, 0x09) // Item Placement packet type
// Item ID (8 bytes)
itemIDBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(itemIDBytes, uint64(item.ID))
packet = append(packet, itemIDBytes...)
// Success flag (1 byte)
if success {
packet = append(packet, 0x01)
} else {
packet = append(packet, 0x00)
}
if success {
// Position (12 bytes - 3 floats)
xBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(xBytes, math.Float32bits(item.X))
packet = append(packet, xBytes...)
yBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(yBytes, math.Float32bits(item.Y))
packet = append(packet, yBytes...)
zBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(zBytes, math.Float32bits(item.Z))
packet = append(packet, zBytes...)
// Heading (4 bytes)
headingBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(headingBytes, math.Float32bits(item.Heading))
packet = append(packet, headingBytes...)
// Pitch/Roll (16 bytes - 4 floats)
pitchXBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(pitchXBytes, math.Float32bits(item.PitchX))
packet = append(packet, pitchXBytes...)
pitchYBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(pitchYBytes, math.Float32bits(item.PitchY))
packet = append(packet, pitchYBytes...)
rollXBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(rollXBytes, math.Float32bits(item.RollX))
packet = append(packet, rollXBytes...)
rollYBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(rollYBytes, math.Float32bits(item.RollY))
packet = append(packet, rollYBytes...)
}
return packet, nil
}
// BuildAccessUpdatePacket builds an access permission update packet
func (hpb *HousingPacketBuilder) BuildAccessUpdatePacket(houseID int64, access []HouseAccess) ([]byte, error) {
packet := make([]byte, 0, 1024)
// Packet type identifier
packet = append(packet, 0x0A) // Access Update packet type
// House ID (8 bytes)
houseIDBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(houseIDBytes, uint64(houseID))
packet = append(packet, houseIDBytes...)
// Access entry count (4 bytes)
countBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(countBytes, uint32(len(access)))
packet = append(packet, countBytes...)
// Access entries
for _, entry := range access {
// Character ID (4 bytes)
charIDBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(charIDBytes, uint32(entry.CharacterID))
packet = append(packet, charIDBytes...)
// Player name
nameBytes := []byte(entry.PlayerName)
packet = append(packet, byte(len(nameBytes)))
packet = append(packet, nameBytes...)
// Access level (1 byte)
packet = append(packet, byte(entry.AccessLevel))
// Permissions (4 bytes)
permBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(permBytes, uint32(entry.Permissions))
packet = append(packet, permBytes...)
// Granted by (4 bytes)
grantedByBytes := make([]byte, 4)
binary.LittleEndian.PutUint32(grantedByBytes, uint32(entry.GrantedBy))
packet = append(packet, grantedByBytes...)
// Granted date (8 bytes)
grantedDateBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(grantedDateBytes, uint64(entry.GrantedDate.Unix()))
packet = append(packet, grantedDateBytes...)
// Expires date (8 bytes)
expiresDateBytes := make([]byte, 8)
binary.LittleEndian.PutUint64(expiresDateBytes, uint64(entry.ExpiresDate.Unix()))
packet = append(packet, expiresDateBytes...)
// Notes
notesBytes := []byte(entry.Notes)
notesLen := make([]byte, 2)
binary.LittleEndian.PutUint16(notesLen, uint16(len(notesBytes)))
packet = append(packet, notesLen...)
packet = append(packet, notesBytes...)
}
return packet, nil
}
// Helper methods
// appendHouseSettings appends house settings to a packet
func (hpb *HousingPacketBuilder) appendHouseSettings(packet []byte, settings HouseSettings) []byte {
// House name
nameBytes := []byte(settings.HouseName)
packet = append(packet, byte(len(nameBytes)))
packet = append(packet, nameBytes...)
// Visit permission (1 byte)
packet = append(packet, byte(settings.VisitPermission))
// Public note
publicNoteBytes := []byte(settings.PublicNote)
publicNoteLen := make([]byte, 2)
binary.LittleEndian.PutUint16(publicNoteLen, uint16(len(publicNoteBytes)))
packet = append(packet, publicNoteLen...)
packet = append(packet, publicNoteBytes...)
// Private note
privateNoteBytes := []byte(settings.PrivateNote)
privateNoteLen := make([]byte, 2)
binary.LittleEndian.PutUint16(privateNoteLen, uint16(len(privateNoteBytes)))
packet = append(packet, privateNoteLen...)
packet = append(packet, privateNoteBytes...)
// Boolean flags (6 bytes)
flags := []bool{
settings.AllowFriends,
settings.AllowGuild,
settings.RequireApproval,
settings.ShowOnDirectory,
settings.AllowDecoration,
settings.TaxExempt,
}
for _, flag := range flags {
if flag {
packet = append(packet, 0x01)
} else {
packet = append(packet, 0x00)
}
}
return packet
}
// ValidatePacketSize checks if packet size is within acceptable limits
func (hpb *HousingPacketBuilder) ValidatePacketSize(packet []byte) error {
maxSize := hpb.getMaxPacketSize()
if len(packet) > maxSize {
return fmt.Errorf("packet size %d exceeds maximum %d", len(packet), maxSize)
}
return nil
}
// getMaxPacketSize returns the maximum packet size for the client version
func (hpb *HousingPacketBuilder) getMaxPacketSize() int {
if hpb.clientVersion >= 564 {
return 4096 // Newer clients support larger packets
}
return 2048 // Older clients have smaller limits
}
// GetPacketTypeDescription returns human-readable packet type description
func (hpb *HousingPacketBuilder) GetPacketTypeDescription(packetType byte) string {
switch packetType {
case 0x01:
return "House Purchase"
case 0x02:
return "Housing List"
case 0x03:
return "Base House Window"
case 0x04:
return "House Visit"
case 0x05:
return "House Update"
case 0x06:
return "House Error"
case 0x07:
return "House Deposit"
case 0x08:
return "House Withdrawal"
case 0x09:
return "Item Placement"
case 0x0A:
return "Access Update"
default:
return "Unknown"
}
}
// Client version specific methods
// IsVersionSupported checks if client version supports specific features
func (hpb *HousingPacketBuilder) IsVersionSupported(feature string) bool {
switch feature {
case "extended_access":
return hpb.clientVersion >= 546
case "amenity_management":
return hpb.clientVersion >= 564
case "item_rotation":
return hpb.clientVersion >= 572
case "house_search":
return hpb.clientVersion >= 580
default:
return true // Basic features supported in all versions
}
}
// Error codes for housing system
const (
HouseErrorNone = iota
HouseErrorInsufficientFunds
HouseErrorInsufficientStatus
HouseErrorAccessDenied
HouseErrorHouseNotFound
HouseErrorAlignmentRestriction
HouseErrorGuildLevelRestriction
HouseErrorUpkeepOverdue
HouseErrorMaxHousesReached
HouseErrorInvalidPlacement
HouseErrorItemNotFound
HouseErrorSystemDisabled
)
// getHousingErrorMessage returns human-readable error message for error code
func getHousingErrorMessage(errorCode int) string {
switch errorCode {
case HouseErrorNone:
return "No error"
case HouseErrorInsufficientFunds:
return "Insufficient funds"
case HouseErrorInsufficientStatus:
return "Insufficient status points"
case HouseErrorAccessDenied:
return "Access denied"
case HouseErrorHouseNotFound:
return "House not found"
case HouseErrorAlignmentRestriction:
return "Alignment requirement not met"
case HouseErrorGuildLevelRestriction:
return "Guild level requirement not met"
case HouseErrorUpkeepOverdue:
return "House upkeep is overdue"
case HouseErrorMaxHousesReached:
return "Maximum number of houses reached"
case HouseErrorInvalidPlacement:
return "Invalid item placement"
case HouseErrorItemNotFound:
return "Item not found"
case HouseErrorSystemDisabled:
return "Housing system is disabled"
default:
return "Unknown error"
}
}
// Packet parsing helper methods for incoming packets
// ParseBuyHousePacket parses an incoming buy house request
func (hpb *HousingPacketBuilder) ParseBuyHousePacket(data []byte) (int32, error) {
if len(data) < 4 {
return 0, fmt.Errorf("packet too short for buy house request")
}
// Extract house ID (4 bytes)
houseID := int32(binary.LittleEndian.Uint32(data[0:4]))
return houseID, nil
}
// ParseEnterHousePacket parses an incoming enter house request
func (hpb *HousingPacketBuilder) ParseEnterHousePacket(data []byte) (int64, error) {
if len(data) < 8 {
return 0, fmt.Errorf("packet too short for enter house request")
}
// Extract unique house ID (8 bytes)
uniqueID := int64(binary.LittleEndian.Uint64(data[0:8]))
return uniqueID, nil
}
// ParseDepositPacket parses an incoming deposit request
func (hpb *HousingPacketBuilder) ParseDepositPacket(data []byte) (int64, int64, int64, error) {
if len(data) < 24 {
return 0, 0, 0, fmt.Errorf("packet too short for deposit request")
}
// Extract house ID (8 bytes)
houseID := int64(binary.LittleEndian.Uint64(data[0:8]))
// Extract coin amount (8 bytes)
coinAmount := int64(binary.LittleEndian.Uint64(data[8:16]))
// Extract status amount (8 bytes)
statusAmount := int64(binary.LittleEndian.Uint64(data[16:24]))
return houseID, coinAmount, statusAmount, nil
}
// Time formatting helpers for display
// FormatUpkeepDue formats upkeep due date for display
func FormatUpkeepDue(upkeepDue time.Time) string {
now := time.Now()
if upkeepDue.Before(now) {
duration := now.Sub(upkeepDue)
days := int(duration.Hours() / 24)
if days == 0 {
return "Overdue (today)"
}
return fmt.Sprintf("Overdue (%d days)", days)
} else {
duration := upkeepDue.Sub(now)
days := int(duration.Hours() / 24)
if days == 0 {
return "Due today"
}
return fmt.Sprintf("Due in %d days", days)
}
}
// FormatCurrency formats currency amounts for display
func FormatCurrency(amount int64) string {
if amount < 0 {
return fmt.Sprintf("-%s", FormatCurrency(-amount))
}
if amount >= 10000 { // 1 gold = 10000 copper
gold := amount / 10000
remainder := amount % 10000
if remainder == 0 {
return fmt.Sprintf("%dg", gold)
} else {
silver := remainder / 100
copper := remainder % 100
if copper == 0 {
return fmt.Sprintf("%dg %ds", gold, silver)
} else {
return fmt.Sprintf("%dg %ds %dc", gold, silver, copper)
}
}
} else if amount >= 100 {
silver := amount / 100
copper := amount % 100
if copper == 0 {
return fmt.Sprintf("%ds", silver)
} else {
return fmt.Sprintf("%ds %dc", silver, copper)
}
} else {
return fmt.Sprintf("%dc", amount)
}
}

390
internal/housing/types.go Normal file
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@ -0,0 +1,390 @@
package housing
import (
"sync"
"time"
)
// HouseZone represents a house type that can be purchased
type HouseZone struct {
mu sync.RWMutex
ID int32 `json:"id"` // Unique house type identifier
Name string `json:"name"` // House name/type
ZoneID int32 `json:"zone_id"` // Zone where house is located
CostCoin int64 `json:"cost_coin"` // Purchase cost in coins
CostStatus int64 `json:"cost_status"` // Purchase cost in status points
UpkeepCoin int64 `json:"upkeep_coin"` // Upkeep cost in coins
UpkeepStatus int64 `json:"upkeep_status"` // Upkeep cost in status points
Alignment int8 `json:"alignment"` // Alignment requirement
GuildLevel int8 `json:"guild_level"` // Required guild level
VaultSlots int `json:"vault_slots"` // Number of vault storage slots
MaxItems int `json:"max_items"` // Maximum items that can be placed
MaxVisitors int `json:"max_visitors"` // Maximum concurrent visitors
UpkeepPeriod int32 `json:"upkeep_period"` // Upkeep period in seconds
Description string `json:"description"` // Description text
SaveNeeded bool `json:"-"` // Flag indicating if database save is needed
}
// PlayerHouse represents a house owned by a player
type PlayerHouse struct {
mu sync.RWMutex
UniqueID int64 `json:"unique_id"` // Database unique ID
CharacterID int32 `json:"char_id"` // Owner character ID
HouseID int32 `json:"house_id"` // House type ID
InstanceID int32 `json:"instance_id"` // Instance identifier
UpkeepDue time.Time `json:"upkeep_due"` // When upkeep is due
EscrowCoins int64 `json:"escrow_coins"` // Coins in escrow account
EscrowStatus int64 `json:"escrow_status"` // Status points in escrow
PlayerName string `json:"player_name"` // Owner's name
Status int8 `json:"status"` // House status
Deposits []HouseDeposit `json:"deposits"` // Deposit history
History []HouseHistory `json:"history"` // Transaction history
AccessList map[int32]HouseAccess `json:"access_list"` // Player access permissions
Amenities []HouseAmenity `json:"amenities"` // Purchased amenities
Items []HouseItem `json:"items"` // Placed items
Settings HouseSettings `json:"settings"` // House settings
SaveNeeded bool `json:"-"` // Flag indicating if database save is needed
}
// HouseDeposit represents a deposit transaction
type HouseDeposit struct {
Timestamp time.Time `json:"timestamp"` // When deposit was made
Amount int64 `json:"amount"` // Coin amount deposited
LastAmount int64 `json:"last_amount"` // Previous coin amount
Status int64 `json:"status"` // Status points deposited
LastStatus int64 `json:"last_status"` // Previous status points
Name string `json:"name"` // Player who made deposit
CharacterID int32 `json:"character_id"` // Character ID who made deposit
}
// HouseHistory represents a house transaction history entry
type HouseHistory struct {
Timestamp time.Time `json:"timestamp"` // When transaction occurred
Amount int64 `json:"amount"` // Coin amount involved
Status int64 `json:"status"` // Status points involved
Reason string `json:"reason"` // Reason for transaction
Name string `json:"name"` // Player involved
CharacterID int32 `json:"character_id"` // Character ID involved
PosFlag int8 `json:"pos_flag"` // Positive/negative transaction
Type int `json:"type"` // Transaction type
}
// HouseAccess represents access permissions for a player
type HouseAccess struct {
CharacterID int32 `json:"character_id"` // Character being granted access
PlayerName string `json:"player_name"` // Player name
AccessLevel int8 `json:"access_level"` // Access level
Permissions int32 `json:"permissions"` // Permission flags
GrantedBy int32 `json:"granted_by"` // Who granted the access
GrantedDate time.Time `json:"granted_date"` // When access was granted
ExpiresDate time.Time `json:"expires_date"` // When access expires (0 = never)
Notes string `json:"notes"` // Optional notes
}
// HouseAmenity represents a purchased house amenity
type HouseAmenity struct {
ID int32 `json:"id"` // Amenity ID
Type int `json:"type"` // Amenity type
Name string `json:"name"` // Amenity name
Cost int64 `json:"cost"` // Purchase cost
StatusCost int64 `json:"status_cost"` // Status cost
PurchaseDate time.Time `json:"purchase_date"` // When purchased
X float32 `json:"x"` // X position
Y float32 `json:"y"` // Y position
Z float32 `json:"z"` // Z position
Heading float32 `json:"heading"` // Heading
IsActive bool `json:"is_active"` // Whether amenity is active
}
// HouseItem represents an item placed in a house
type HouseItem struct {
ID int64 `json:"id"` // Item unique ID
ItemID int32 `json:"item_id"` // Item template ID
CharacterID int32 `json:"character_id"` // Who placed the item
X float32 `json:"x"` // X position
Y float32 `json:"y"` // Y position
Z float32 `json:"z"` // Z position
Heading float32 `json:"heading"` // Heading
PitchX float32 `json:"pitch_x"` // Pitch X
PitchY float32 `json:"pitch_y"` // Pitch Y
RollX float32 `json:"roll_x"` // Roll X
RollY float32 `json:"roll_y"` // Roll Y
PlacedDate time.Time `json:"placed_date"` // When item was placed
Quantity int32 `json:"quantity"` // Item quantity
Condition int8 `json:"condition"` // Item condition
House string `json:"house"` // House identifier
}
// HouseSettings represents house configuration settings
type HouseSettings struct {
HouseName string `json:"house_name"` // Custom house name
VisitPermission int8 `json:"visit_permission"` // Who can visit
PublicNote string `json:"public_note"` // Public note displayed
PrivateNote string `json:"private_note"` // Private note for owner
AllowFriends bool `json:"allow_friends"` // Allow friends to visit
AllowGuild bool `json:"allow_guild"` // Allow guild members to visit
RequireApproval bool `json:"require_approval"` // Require approval for visits
ShowOnDirectory bool `json:"show_on_directory"` // Show in house directory
AllowDecoration bool `json:"allow_decoration"` // Allow others to decorate
TaxExempt bool `json:"tax_exempt"` // Tax exemption status
}
// HousingManager manages the overall housing system
type HousingManager struct {
mu sync.RWMutex
houseZones map[int32]*HouseZone // Available house types
playerHouses map[int64]*PlayerHouse // All player houses by unique ID
characterHouses map[int32][]*PlayerHouse // Houses by character ID
zoneInstances map[int32]map[int32]*PlayerHouse // Houses by zone and instance
database HousingDatabase
clientManager ClientManager
playerManager PlayerManager
itemManager ItemManager
zoneManager ZoneManager
eventHandler HousingEventHandler
logger LogHandler
// Configuration
enableUpkeep bool
enableForeclosure bool
upkeepGracePeriod int32
maxHousesPerPlayer int
enableStatistics bool
}
// HousingStatistics tracks housing system usage
type HousingStatistics struct {
TotalHouses int64 `json:"total_houses"`
ActiveHouses int64 `json:"active_houses"`
ForelosedHouses int64 `json:"foreclosed_houses"`
TotalDeposits int64 `json:"total_deposits"`
TotalWithdrawals int64 `json:"total_withdrawals"`
AverageUpkeepPaid float64 `json:"average_upkeep_paid"`
MostPopularHouseType int32 `json:"most_popular_house_type"`
HousesByType map[int32]int64 `json:"houses_by_type"`
HousesByAlignment map[int8]int64 `json:"houses_by_alignment"`
RevenueByType map[int]int64 `json:"revenue_by_type"`
TopDepositors []PlayerDeposits `json:"top_depositors"`
}
// PlayerDeposits tracks deposits by player
type PlayerDeposits struct {
CharacterID int32 `json:"character_id"`
PlayerName string `json:"player_name"`
TotalDeposits int64 `json:"total_deposits"`
HouseCount int `json:"house_count"`
}
// HousingSearchCriteria for searching houses
type HousingSearchCriteria struct {
OwnerName string `json:"owner_name"` // Filter by owner name
HouseType int32 `json:"house_type"` // Filter by house type
Alignment int8 `json:"alignment"` // Filter by alignment
MinCost int64 `json:"min_cost"` // Minimum cost filter
MaxCost int64 `json:"max_cost"` // Maximum cost filter
Zone int32 `json:"zone"` // Filter by zone
VisitableOnly bool `json:"visitable_only"` // Only houses that can be visited
PublicOnly bool `json:"public_only"` // Only publicly accessible houses
NamePattern string `json:"name_pattern"` // Filter by house name pattern
HasAmenities bool `json:"has_amenities"` // Filter houses with amenities
MinVaultSlots int `json:"min_vault_slots"` // Minimum vault slots
}
// Database record types for data persistence
// HouseZoneData represents database record for house zones
type HouseZoneData struct {
ID int32 `json:"id"`
Name string `json:"name"`
ZoneID int32 `json:"zone_id"`
CostCoin int64 `json:"cost_coin"`
CostStatus int64 `json:"cost_status"`
UpkeepCoin int64 `json:"upkeep_coin"`
UpkeepStatus int64 `json:"upkeep_status"`
Alignment int8 `json:"alignment"`
GuildLevel int8 `json:"guild_level"`
VaultSlots int `json:"vault_slots"`
MaxItems int `json:"max_items"`
MaxVisitors int `json:"max_visitors"`
UpkeepPeriod int32 `json:"upkeep_period"`
Description string `json:"description"`
}
// PlayerHouseData represents database record for player houses
type PlayerHouseData struct {
UniqueID int64 `json:"unique_id"`
CharacterID int32 `json:"char_id"`
HouseID int32 `json:"house_id"`
InstanceID int32 `json:"instance_id"`
UpkeepDue time.Time `json:"upkeep_due"`
EscrowCoins int64 `json:"escrow_coins"`
EscrowStatus int64 `json:"escrow_status"`
Status int8 `json:"status"`
HouseName string `json:"house_name"`
VisitPermission int8 `json:"visit_permission"`
PublicNote string `json:"public_note"`
PrivateNote string `json:"private_note"`
AllowFriends bool `json:"allow_friends"`
AllowGuild bool `json:"allow_guild"`
RequireApproval bool `json:"require_approval"`
ShowOnDirectory bool `json:"show_on_directory"`
AllowDecoration bool `json:"allow_decoration"`
TaxExempt bool `json:"tax_exempt"`
}
// HouseDepositData represents database record for deposits
type HouseDepositData struct {
HouseID int64 `json:"house_id"`
Timestamp time.Time `json:"timestamp"`
Amount int64 `json:"amount"`
LastAmount int64 `json:"last_amount"`
Status int64 `json:"status"`
LastStatus int64 `json:"last_status"`
Name string `json:"name"`
CharacterID int32 `json:"character_id"`
}
// HouseHistoryData represents database record for house history
type HouseHistoryData struct {
HouseID int64 `json:"house_id"`
Timestamp time.Time `json:"timestamp"`
Amount int64 `json:"amount"`
Status int64 `json:"status"`
Reason string `json:"reason"`
Name string `json:"name"`
CharacterID int32 `json:"character_id"`
PosFlag int8 `json:"pos_flag"`
Type int `json:"type"`
}
// HouseAccessData represents database record for house access
type HouseAccessData struct {
HouseID int64 `json:"house_id"`
CharacterID int32 `json:"character_id"`
PlayerName string `json:"player_name"`
AccessLevel int8 `json:"access_level"`
Permissions int32 `json:"permissions"`
GrantedBy int32 `json:"granted_by"`
GrantedDate time.Time `json:"granted_date"`
ExpiresDate time.Time `json:"expires_date"`
Notes string `json:"notes"`
}
// HouseAmenityData represents database record for house amenities
type HouseAmenityData struct {
HouseID int64 `json:"house_id"`
ID int32 `json:"id"`
Type int `json:"type"`
Name string `json:"name"`
Cost int64 `json:"cost"`
StatusCost int64 `json:"status_cost"`
PurchaseDate time.Time `json:"purchase_date"`
X float32 `json:"x"`
Y float32 `json:"y"`
Z float32 `json:"z"`
Heading float32 `json:"heading"`
IsActive bool `json:"is_active"`
}
// HouseItemData represents database record for house items
type HouseItemData struct {
HouseID int64 `json:"house_id"`
ID int64 `json:"id"`
ItemID int32 `json:"item_id"`
CharacterID int32 `json:"character_id"`
X float32 `json:"x"`
Y float32 `json:"y"`
Z float32 `json:"z"`
Heading float32 `json:"heading"`
PitchX float32 `json:"pitch_x"`
PitchY float32 `json:"pitch_y"`
RollX float32 `json:"roll_x"`
RollY float32 `json:"roll_y"`
PlacedDate time.Time `json:"placed_date"`
Quantity int32 `json:"quantity"`
Condition int8 `json:"condition"`
House string `json:"house"`
}
// PacketData structures for client communication
// HousePurchasePacketData represents data for house purchase UI
type HousePurchasePacketData struct {
HouseID int32 `json:"house_id"`
Name string `json:"name"`
CostCoin int64 `json:"cost_coin"`
CostStatus int64 `json:"cost_status"`
UpkeepCoin int64 `json:"upkeep_coin"`
UpkeepStatus int64 `json:"upkeep_status"`
Alignment int8 `json:"alignment"`
GuildLevel int8 `json:"guild_level"`
VaultSlots int `json:"vault_slots"`
Description string `json:"description"`
}
// HouseListPacketData represents data for housing list UI
type HouseListPacketData struct {
Houses []PlayerHouseInfo `json:"houses"`
}
// PlayerHouseInfo represents house info for list display
type PlayerHouseInfo struct {
UniqueID int64 `json:"unique_id"`
Name string `json:"name"`
HouseType string `json:"house_type"`
UpkeepDue time.Time `json:"upkeep_due"`
EscrowCoins int64 `json:"escrow_coins"`
EscrowStatus int64 `json:"escrow_status"`
Status int8 `json:"status"`
CanEnter bool `json:"can_enter"`
}
// BaseHouseWindowPacketData represents data for main house management UI
type BaseHouseWindowPacketData struct {
HouseInfo PlayerHouseInfo `json:"house_info"`
RecentDeposits []HouseDeposit `json:"recent_deposits"`
RecentHistory []HouseHistory `json:"recent_history"`
Amenities []HouseAmenity `json:"amenities"`
Settings HouseSettings `json:"settings"`
CanManage bool `json:"can_manage"`
}
// HouseVisitPacketData represents data for house visit UI
type HouseVisitPacketData struct {
AvailableHouses []VisitableHouse `json:"available_houses"`
}
// VisitableHouse represents a house that can be visited
type VisitableHouse struct {
UniqueID int64 `json:"unique_id"`
OwnerName string `json:"owner_name"`
HouseName string `json:"house_name"`
HouseType string `json:"house_type"`
PublicNote string `json:"public_note"`
CanVisit bool `json:"can_visit"`
RequiresApproval bool `json:"requires_approval"`
}
// Event structures for housing system events
// HousingEvent represents a housing system event
type HousingEvent struct {
ID int64 `json:"id"`
HouseID int64 `json:"house_id"`
EventType int `json:"event_type"`
CharacterID int32 `json:"character_id"`
Timestamp time.Time `json:"timestamp"`
Data string `json:"data"`
}
// Configuration structure for housing system
type HousingConfig struct {
EnableUpkeep bool `json:"enable_upkeep"`
EnableForeclosure bool `json:"enable_foreclosure"`
UpkeepGracePeriod int32 `json:"upkeep_grace_period"` // seconds
MaxHousesPerPlayer int `json:"max_houses_per_player"`
EnableStatistics bool `json:"enable_statistics"`
AutoCleanupInterval int32 `json:"auto_cleanup_interval"` // seconds
MaxHistoryEntries int `json:"max_history_entries"`
MaxDepositEntries int `json:"max_deposit_entries"`
DefaultInstanceLifetime int32 `json:"default_instance_lifetime"` // seconds
}