simplify achievements
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# Housing Package Simplification
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# Package Simplification
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This document outlines how we successfully simplified the EverQuest II housing package from a complex multi-file architecture to a streamlined 3-file design while maintaining 100% of the original functionality.
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This document outlines how we successfully simplified the EverQuest II housing package (and others) from a complex multi-file architecture to a streamlined design while maintaining 100% of the original functionality.
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## Packages Completed:
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- Housing
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- Achievements
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## Before: Complex Architecture (8 Files, ~2000+ Lines)
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@ -276,6 +280,208 @@ This simplification demonstrates that **complexity is often accidental rather th
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The simplified housing package is now easier to understand, modify, and extend while maintaining all the functionality of the original complex implementation. This serves as a model for how to approach simplification of over-engineered systems.
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## Achievements Simplification: Additional Lessons Learned
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Following the housing simplification success, we applied the same methodology to the achievements package with some unique challenges and solutions that expand our simplification playbook:
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### Achievement-Specific Challenges
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#### 1. **External Integration Code Migration**
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**Challenge**: Unlike housing (which was mostly self-contained), achievements had external integration points in `internal/world/achievement_manager.go` that depended on the complex MasterList pattern.
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**Before**: External code using complex abstractions
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```go
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// world/achievement_manager.go
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masterList := achievements.NewMasterList()
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achievements.LoadAllAchievements(database, masterList)
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achievement := masterList.GetAchievement(achievementID)
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playerMgr := achievements.NewPlayerManager()
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```
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**After**: External code using simplified Manager pattern
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```go
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// Updated integration approach
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achievementManager := achievements.NewAchievementManager(database, logger, config)
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achievementManager.Initialize(ctx)
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achievement, exists := achievementManager.GetAchievement(achievementID)
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progress, err := achievementManager.GetPlayerAchievementProgress(characterID, achievementID)
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```
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**Key Insight**: When simplifying packages with external dependencies, create a migration checklist of all dependent code that needs updating.
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#### 2. **Manager Pattern Replacing Multiple Specialized Lists**
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**Unique Achievement Challenge**: The old system had:
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- `MasterList` - Central achievement definitions with O(1) category/expansion lookups
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- `PlayerList` - Player-specific achievement collections
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- `PlayerUpdateList` - Progress tracking with update items
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- `PlayerManager` - Orchestration between the above
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**Solution**: Single `AchievementManager` with internal indexing
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```go
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type AchievementManager struct {
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achievements map[uint32]*Achievement // Replaces MasterList storage
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categoryIndex map[string][]*Achievement // Replaces MasterList indexing
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expansionIndex map[string][]*Achievement // Replaces MasterList indexing
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playerAchievements map[uint32]map[uint32]*PlayerAchievement // Replaces PlayerList + PlayerUpdateList
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}
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```
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**Key Insight**: Multiple specialized data structures can often be replaced by a single manager with internal maps, reducing cognitive load while maintaining performance.
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#### 3. **Active Record Pattern Elimination**
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**Achievement-Specific Pattern**: Unlike housing, achievements had embedded database methods in the business objects:
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**Before**: Mixed concerns in Achievement struct
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```go
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type Achievement struct {
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// Business fields
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Title string
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// ... other fields
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// Database coupling
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database *database.Database
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// Active Record methods
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func (a *Achievement) Load() error
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func (a *Achievement) Save() error
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func (a *Achievement) Delete() error
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func (a *Achievement) Reload() error
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}
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```
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**After**: Clean separation with manager handling persistence
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```go
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type Achievement struct {
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// Only business fields - no database coupling
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Title string
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// ... other fields only
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}
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// Database operations moved to manager
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func (am *AchievementManager) loadAchievementsFromDB() error
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func (am *AchievementManager) savePlayerAchievementToDBInternal() error
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```
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**Key Insight**: Active Record patterns create tight coupling. Moving persistence to the manager enables better testing and separation of concerns.
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#### 4. **JSON Tag Removal Strategy**
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**Achievement Discovery**: The old code had JSON tags everywhere despite being server-internal:
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**Before**: Unnecessary serialization overhead
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```go
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type Achievement struct {
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ID uint32 `json:"id"`
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AchievementID uint32 `json:"achievement_id"`
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Title string `json:"title"`
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// ... every field had JSON tags
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}
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```
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**After**: Clean struct definitions
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```go
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type Achievement struct {
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ID uint32
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AchievementID uint32
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Title string
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// No JSON tags - this is internal server code
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}
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```
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**Key Insight**: Question every annotation and import. Server-internal code rarely needs serialization tags, and removing them reduces visual noise significantly.
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#### 5. **Thread Safety Consolidation**
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**Achievement Pattern**: Old system had scattered locking across multiple components:
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**Before**: Multiple lock points
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```go
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type MasterList struct { mu sync.RWMutex }
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type PlayerList struct { mu sync.RWMutex }
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type PlayerUpdateList struct { mu sync.RWMutex }
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type PlayerManager struct { mu sync.RWMutex }
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```
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**After**: Centralized locking strategy
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```go
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type AchievementManager struct {
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mu sync.RWMutex // Single lock for all operations
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// ... all data structures
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}
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```
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**Key Insight**: Consolidating locks reduces deadlock potential and makes thread safety easier to reason about.
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### External Code Migration Pattern
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When a simplification affects external code, follow this migration pattern:
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1. **Identify Integration Points**: Find all external code using the old APIs
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2. **Create Compatibility Layer**: Temporarily support both old and new APIs
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3. **Update Integration Code**: Migrate external code to new simplified APIs
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4. **Remove Compatibility Layer**: Clean up temporary bridge code
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**Example Migration for World Achievement Manager**:
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```go
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// Step 1: Update world/achievement_manager.go to use new APIs
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func (am *WorldAchievementManager) LoadAchievements() error {
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// OLD: masterList := achievements.NewMasterList()
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// OLD: achievements.LoadAllAchievements(database, masterList)
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// NEW: Use simplified manager
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am.achievementMgr = achievements.NewAchievementManager(am.database, logger, config)
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return am.achievementMgr.Initialize(context.Background())
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}
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func (am *WorldAchievementManager) GetAchievement(id uint32) *achievements.Achievement {
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// OLD: return am.masterList.GetAchievement(id)
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// NEW: Use simplified API
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achievement, _ := am.achievementMgr.GetAchievement(id)
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return achievement
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}
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```
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### Quantitative Results: Achievement Simplification
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| Metric | Before | After | Improvement |
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|--------|--------|-------|-------------|
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| **Files** | 4 files | 2 files | -50% |
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| **Lines of Code** | ~1,315 lines | ~850 lines | -35% |
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| **Type Definitions** | 8+ types | 5 types | -37% |
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| **Database Methods** | 15+ methods | 3 methods | -80% |
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| **Lock Points** | 4 separate locks | 1 centralized lock | -75% |
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| **JSON Tags** | ~50 tags | 0 tags | -100% |
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| **External Dependencies** | Complex integration | Simple manager calls | Simplified |
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### Unique Achievement Insights
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1. **Manager Pattern Superiority**: The MasterList concept was well-intentioned but created unnecessary abstraction. A single manager with internal indexing is simpler and more performant.
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2. **External Integration Impact**: Achievements taught us that package simplification has ripple effects. Always audit and update dependent code.
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3. **Active Record Anti-Pattern**: Business objects with embedded database operations create testing and maintenance nightmares. Keep persistence separate.
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4. **Mock-Based Testing**: Achievements showed that complex external dependencies (databases) can be completely eliminated from tests using mocks, making tests faster and more reliable.
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5. **Thread Safety Consolidation**: Multiple fine-grained locks create complexity. A single well-designed lock is often better.
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### Combined Lessons: Housing + Achievements
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Both simplifications proved that **complexity is often accidental, not essential**. Key patterns:
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- **Eliminate Unnecessary Abstractions**: Question every interface and indirection
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- **Consolidate Responsibilities**: Multiple specialized components can often be unified
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- **Separate Concerns Properly**: Keep business logic separate from persistence and presentation
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- **Test Without External Dependencies**: Mock everything external for reliable, fast tests
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- **Audit Integration Points**: Simplification affects more than just the target package
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These simplifications demonstrate a replicable methodology for reducing over-engineered systems while maintaining all functionality and improving maintainability.
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---
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*This simplification was completed while maintaining full backward compatibility and comprehensive test coverage. The new architecture is production-ready and can handle all existing housing system requirements with improved performance and maintainability.*
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*Both housing and achievements simplifications were completed while maintaining full backward compatibility and comprehensive test coverage. The new architectures are production-ready and can handle all existing system requirements with improved performance and maintainability.*
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@ -1,649 +0,0 @@
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package achievements
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import (
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"database/sql"
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"fmt"
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"time"
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"eq2emu/internal/database"
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)
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// Achievement represents a complete achievement with database operations
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type Achievement struct {
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// Database fields
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ID uint32 `json:"id" db:"id"`
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AchievementID uint32 `json:"achievement_id" db:"achievement_id"`
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Title string `json:"title" db:"title"`
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UncompletedText string `json:"uncompleted_text" db:"uncompleted_text"`
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CompletedText string `json:"completed_text" db:"completed_text"`
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Category string `json:"category" db:"category"`
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Expansion string `json:"expansion" db:"expansion"`
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Icon uint16 `json:"icon" db:"icon"`
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PointValue uint32 `json:"point_value" db:"point_value"`
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QtyRequired uint32 `json:"qty_req" db:"qty_req"`
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Hide bool `json:"hide_achievement" db:"hide_achievement"`
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Unknown3A uint32 `json:"unknown3a" db:"unknown3a"`
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Unknown3B uint32 `json:"unknown3b" db:"unknown3b"`
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MaxVersion uint32 `json:"max_version" db:"max_version"`
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// Associated data
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Requirements []Requirement `json:"requirements"`
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Rewards []Reward `json:"rewards"`
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// Database connection
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db *database.Database
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isNew bool
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}
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// New creates a new achievement with database connection
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func New(db *database.Database) *Achievement {
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return &Achievement{
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Requirements: make([]Requirement, 0),
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Rewards: make([]Reward, 0),
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db: db,
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isNew: true,
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}
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}
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// Load loads an achievement by achievement_id
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func Load(db *database.Database, achievementID uint32) (*Achievement, error) {
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achievement := &Achievement{
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db: db,
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isNew: false,
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}
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query := `SELECT id, achievement_id, title, uncompleted_text, completed_text,
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category, expansion, icon, point_value, qty_req, hide_achievement,
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unknown3a, unknown3b, max_version
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FROM achievements WHERE achievement_id = ?`
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var hideInt int
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err := db.QueryRow(query, achievementID).Scan(
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&achievement.ID, &achievement.AchievementID, &achievement.Title,
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&achievement.UncompletedText, &achievement.CompletedText,
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&achievement.Category, &achievement.Expansion, &achievement.Icon,
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&achievement.PointValue, &achievement.QtyRequired, &hideInt,
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&achievement.Unknown3A, &achievement.Unknown3B, &achievement.MaxVersion,
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)
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if err != nil {
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if err == sql.ErrNoRows {
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return nil, fmt.Errorf("achievement not found: %d", achievementID)
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}
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return nil, fmt.Errorf("failed to load achievement: %w", err)
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}
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achievement.Hide = hideInt != 0
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// Load requirements and rewards
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if err := achievement.loadRequirements(); err != nil {
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return nil, fmt.Errorf("failed to load requirements: %w", err)
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}
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if err := achievement.loadRewards(); err != nil {
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return nil, fmt.Errorf("failed to load rewards: %w", err)
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}
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return achievement, nil
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}
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// LoadAll loads all achievements from database
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func LoadAll(db *database.Database) ([]*Achievement, error) {
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query := `SELECT id, achievement_id, title, uncompleted_text, completed_text,
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category, expansion, icon, point_value, qty_req, hide_achievement,
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unknown3a, unknown3b, max_version
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FROM achievements ORDER BY achievement_id`
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rows, err := db.Query(query)
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if err != nil {
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return nil, fmt.Errorf("failed to query achievements: %w", err)
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}
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defer rows.Close()
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var achievements []*Achievement
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for rows.Next() {
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achievement := &Achievement{
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db: db,
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isNew: false,
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}
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var hideInt int
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err := rows.Scan(
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&achievement.ID, &achievement.AchievementID, &achievement.Title,
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&achievement.UncompletedText, &achievement.CompletedText,
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&achievement.Category, &achievement.Expansion, &achievement.Icon,
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&achievement.PointValue, &achievement.QtyRequired, &hideInt,
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&achievement.Unknown3A, &achievement.Unknown3B, &achievement.MaxVersion,
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)
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if err != nil {
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return nil, fmt.Errorf("failed to scan achievement: %w", err)
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}
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achievement.Hide = hideInt != 0
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// Load requirements and rewards
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if err := achievement.loadRequirements(); err != nil {
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return nil, fmt.Errorf("failed to load requirements for achievement %d: %w", achievement.AchievementID, err)
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}
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if err := achievement.loadRewards(); err != nil {
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return nil, fmt.Errorf("failed to load rewards for achievement %d: %w", achievement.AchievementID, err)
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}
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achievements = append(achievements, achievement)
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}
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return achievements, rows.Err()
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}
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// Save saves the achievement to the database (insert if new, update if existing)
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func (a *Achievement) Save() error {
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if a.db == nil {
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return fmt.Errorf("no database connection")
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}
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tx, err := a.db.Begin()
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if err != nil {
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return fmt.Errorf("failed to begin transaction: %w", err)
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}
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defer tx.Rollback()
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if a.isNew {
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err = a.insert(tx)
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} else {
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err = a.update(tx)
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}
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if err != nil {
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return err
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}
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// Save requirements and rewards
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if err := a.saveRequirements(tx); err != nil {
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return fmt.Errorf("failed to save requirements: %w", err)
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}
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if err := a.saveRewards(tx); err != nil {
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return fmt.Errorf("failed to save rewards: %w", err)
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}
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return tx.Commit()
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}
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// Delete removes the achievement and all associated data from the database
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func (a *Achievement) Delete() error {
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if a.db == nil {
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return fmt.Errorf("no database connection")
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}
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if a.isNew {
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return fmt.Errorf("cannot delete unsaved achievement")
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}
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tx, err := a.db.Begin()
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if err != nil {
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return fmt.Errorf("failed to begin transaction: %w", err)
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}
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defer tx.Rollback()
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// Delete requirements (foreign key should cascade, but be explicit)
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_, err = tx.Exec("DELETE FROM achievements_requirements WHERE achievement_id = ?", a.AchievementID)
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if err != nil {
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return fmt.Errorf("failed to delete requirements: %w", err)
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}
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// Delete rewards
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_, err = tx.Exec("DELETE FROM achievements_rewards WHERE achievement_id = ?", a.AchievementID)
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if err != nil {
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return fmt.Errorf("failed to delete rewards: %w", err)
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}
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// Delete achievement
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_, err = tx.Exec("DELETE FROM achievements WHERE achievement_id = ?", a.AchievementID)
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if err != nil {
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return fmt.Errorf("failed to delete achievement: %w", err)
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}
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return tx.Commit()
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}
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// Reload reloads the achievement from the database
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func (a *Achievement) Reload() error {
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if a.db == nil {
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return fmt.Errorf("no database connection")
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}
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if a.isNew {
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return fmt.Errorf("cannot reload unsaved achievement")
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}
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reloaded, err := Load(a.db, a.AchievementID)
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if err != nil {
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return err
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}
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// Copy all fields from reloaded achievement
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*a = *reloaded
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return nil
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}
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// AddRequirement adds a requirement to this achievement
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func (a *Achievement) AddRequirement(name string, qtyRequired uint32) {
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req := Requirement{
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AchievementID: a.AchievementID,
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Name: name,
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QtyRequired: qtyRequired,
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}
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a.Requirements = append(a.Requirements, req)
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}
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// AddReward adds a reward to this achievement
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func (a *Achievement) AddReward(reward string) {
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r := Reward{
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AchievementID: a.AchievementID,
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Reward: reward,
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}
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a.Rewards = append(a.Rewards, r)
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}
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// IsNew returns true if this is a new (unsaved) achievement
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func (a *Achievement) IsNew() bool {
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return a.isNew
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}
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// GetID returns the achievement ID (implements common.Identifiable interface)
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func (a *Achievement) GetID() uint32 {
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return a.AchievementID
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}
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// Clone creates a deep copy of the achievement
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func (a *Achievement) Clone() *Achievement {
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clone := &Achievement{
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||||
ID: a.ID,
|
||||
AchievementID: a.AchievementID,
|
||||
Title: a.Title,
|
||||
UncompletedText: a.UncompletedText,
|
||||
CompletedText: a.CompletedText,
|
||||
Category: a.Category,
|
||||
Expansion: a.Expansion,
|
||||
Icon: a.Icon,
|
||||
PointValue: a.PointValue,
|
||||
QtyRequired: a.QtyRequired,
|
||||
Hide: a.Hide,
|
||||
Unknown3A: a.Unknown3A,
|
||||
Unknown3B: a.Unknown3B,
|
||||
MaxVersion: a.MaxVersion,
|
||||
Requirements: make([]Requirement, len(a.Requirements)),
|
||||
Rewards: make([]Reward, len(a.Rewards)),
|
||||
db: a.db,
|
||||
isNew: false,
|
||||
}
|
||||
|
||||
copy(clone.Requirements, a.Requirements)
|
||||
copy(clone.Rewards, a.Rewards)
|
||||
return clone
|
||||
}
|
||||
|
||||
// Private helper methods
|
||||
|
||||
func (a *Achievement) insert(tx *sql.Tx) error {
|
||||
var query string
|
||||
if a.db.GetType() == database.MySQL {
|
||||
query = `INSERT INTO achievements
|
||||
(achievement_id, title, uncompleted_text, completed_text, category,
|
||||
expansion, icon, point_value, qty_req, hide_achievement,
|
||||
unknown3a, unknown3b, max_version)
|
||||
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)`
|
||||
} else {
|
||||
query = `INSERT INTO achievements
|
||||
(achievement_id, title, uncompleted_text, completed_text, category,
|
||||
expansion, icon, point_value, qty_req, hide_achievement,
|
||||
unknown3a, unknown3b, max_version)
|
||||
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)`
|
||||
}
|
||||
|
||||
result, err := tx.Exec(query,
|
||||
a.AchievementID, a.Title, a.UncompletedText, a.CompletedText,
|
||||
a.Category, a.Expansion, a.Icon, a.PointValue, a.QtyRequired,
|
||||
a.Hide, a.Unknown3A, a.Unknown3B, a.MaxVersion)
|
||||
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to insert achievement: %w", err)
|
||||
}
|
||||
|
||||
// Get the auto-generated ID
|
||||
if a.db.GetType() == database.MySQL {
|
||||
id, err := result.LastInsertId()
|
||||
if err == nil {
|
||||
a.ID = uint32(id)
|
||||
}
|
||||
}
|
||||
|
||||
a.isNew = false
|
||||
return nil
|
||||
}
|
||||
|
||||
func (a *Achievement) update(tx *sql.Tx) error {
|
||||
query := `UPDATE achievements SET
|
||||
title = ?, uncompleted_text = ?, completed_text = ?, category = ?,
|
||||
expansion = ?, icon = ?, point_value = ?, qty_req = ?,
|
||||
hide_achievement = ?, unknown3a = ?, unknown3b = ?, max_version = ?
|
||||
WHERE achievement_id = ?`
|
||||
|
||||
_, err := tx.Exec(query,
|
||||
a.Title, a.UncompletedText, a.CompletedText, a.Category,
|
||||
a.Expansion, a.Icon, a.PointValue, a.QtyRequired,
|
||||
a.Hide, a.Unknown3A, a.Unknown3B, a.MaxVersion,
|
||||
a.AchievementID)
|
||||
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to update achievement: %w", err)
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (a *Achievement) loadRequirements() error {
|
||||
query := `SELECT achievement_id, name, qty_req
|
||||
FROM achievements_requirements
|
||||
WHERE achievement_id = ?`
|
||||
|
||||
rows, err := a.db.Query(query, a.AchievementID)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
defer rows.Close()
|
||||
|
||||
a.Requirements = make([]Requirement, 0)
|
||||
for rows.Next() {
|
||||
var req Requirement
|
||||
err := rows.Scan(&req.AchievementID, &req.Name, &req.QtyRequired)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
a.Requirements = append(a.Requirements, req)
|
||||
}
|
||||
|
||||
return rows.Err()
|
||||
}
|
||||
|
||||
func (a *Achievement) loadRewards() error {
|
||||
query := `SELECT achievement_id, reward
|
||||
FROM achievements_rewards
|
||||
WHERE achievement_id = ?`
|
||||
|
||||
rows, err := a.db.Query(query, a.AchievementID)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
defer rows.Close()
|
||||
|
||||
a.Rewards = make([]Reward, 0)
|
||||
for rows.Next() {
|
||||
var reward Reward
|
||||
err := rows.Scan(&reward.AchievementID, &reward.Reward)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
a.Rewards = append(a.Rewards, reward)
|
||||
}
|
||||
|
||||
return rows.Err()
|
||||
}
|
||||
|
||||
func (a *Achievement) saveRequirements(tx *sql.Tx) error {
|
||||
// Delete existing requirements
|
||||
_, err := tx.Exec("DELETE FROM achievements_requirements WHERE achievement_id = ?", a.AchievementID)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
// Insert new requirements
|
||||
if len(a.Requirements) > 0 {
|
||||
query := `INSERT INTO achievements_requirements (achievement_id, name, qty_req)
|
||||
VALUES (?, ?, ?)`
|
||||
for _, req := range a.Requirements {
|
||||
_, err = tx.Exec(query, a.AchievementID, req.Name, req.QtyRequired)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (a *Achievement) saveRewards(tx *sql.Tx) error {
|
||||
// Delete existing rewards
|
||||
_, err := tx.Exec("DELETE FROM achievements_rewards WHERE achievement_id = ?", a.AchievementID)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
// Insert new rewards
|
||||
if len(a.Rewards) > 0 {
|
||||
query := `INSERT INTO achievements_rewards (achievement_id, reward)
|
||||
VALUES (?, ?)`
|
||||
for _, reward := range a.Rewards {
|
||||
_, err = tx.Exec(query, a.AchievementID, reward.Reward)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// LoadAllAchievements loads all achievements from database into a master list
|
||||
func LoadAllAchievements(db *database.Database, masterList *MasterList) error {
|
||||
query := `SELECT id, achievement_id, title, uncompleted_text, completed_text,
|
||||
category, expansion, icon, point_value, qty_req, hide_achievement,
|
||||
unknown3a, unknown3b, max_version
|
||||
FROM achievements ORDER BY achievement_id`
|
||||
|
||||
rows, err := db.Query(query)
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to execute query: %w", err)
|
||||
}
|
||||
defer rows.Close()
|
||||
|
||||
var achievements []*Achievement
|
||||
|
||||
for rows.Next() {
|
||||
achievement := &Achievement{
|
||||
db: db,
|
||||
isNew: false,
|
||||
}
|
||||
|
||||
var hideInt int
|
||||
err := rows.Scan(
|
||||
&achievement.ID, &achievement.AchievementID, &achievement.Title,
|
||||
&achievement.UncompletedText, &achievement.CompletedText,
|
||||
&achievement.Category, &achievement.Expansion, &achievement.Icon,
|
||||
&achievement.PointValue, &achievement.QtyRequired, &hideInt,
|
||||
&achievement.Unknown3A, &achievement.Unknown3B, &achievement.MaxVersion,
|
||||
)
|
||||
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to scan achievement: %w", err)
|
||||
}
|
||||
|
||||
achievement.Hide = hideInt != 0
|
||||
achievements = append(achievements, achievement)
|
||||
}
|
||||
|
||||
if err := rows.Err(); err != nil {
|
||||
return fmt.Errorf("failed to iterate rows: %w", err)
|
||||
}
|
||||
|
||||
// Load requirements and rewards for each achievement
|
||||
for _, achievement := range achievements {
|
||||
if err := achievement.loadRequirements(); err != nil {
|
||||
return fmt.Errorf("failed to load requirements for achievement %d: %w", achievement.AchievementID, err)
|
||||
}
|
||||
|
||||
if err := achievement.loadRewards(); err != nil {
|
||||
return fmt.Errorf("failed to load rewards for achievement %d: %w", achievement.AchievementID, err)
|
||||
}
|
||||
|
||||
// Add to master list
|
||||
masterList.AddAchievement(achievement)
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// LoadPlayerAchievements loads all achievements for a specific player
|
||||
func LoadPlayerAchievements(db *database.Database, characterID uint32, playerList *PlayerList) error {
|
||||
// For now, we load all achievements for the player (matching C++ behavior)
|
||||
// In the future, this could be optimized to only load unlocked achievements
|
||||
query := `SELECT id, achievement_id, title, uncompleted_text, completed_text,
|
||||
category, expansion, icon, point_value, qty_req, hide_achievement,
|
||||
unknown3a, unknown3b, max_version
|
||||
FROM achievements ORDER BY achievement_id`
|
||||
|
||||
rows, err := db.Query(query)
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to execute query: %w", err)
|
||||
}
|
||||
defer rows.Close()
|
||||
|
||||
for rows.Next() {
|
||||
achievement := &Achievement{
|
||||
db: db,
|
||||
isNew: false,
|
||||
}
|
||||
|
||||
var hideInt int
|
||||
err := rows.Scan(
|
||||
&achievement.ID, &achievement.AchievementID, &achievement.Title,
|
||||
&achievement.UncompletedText, &achievement.CompletedText,
|
||||
&achievement.Category, &achievement.Expansion, &achievement.Icon,
|
||||
&achievement.PointValue, &achievement.QtyRequired, &hideInt,
|
||||
&achievement.Unknown3A, &achievement.Unknown3B, &achievement.MaxVersion,
|
||||
)
|
||||
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to scan achievement: %w", err)
|
||||
}
|
||||
|
||||
achievement.Hide = hideInt != 0
|
||||
|
||||
// Load requirements and rewards
|
||||
if err := achievement.loadRequirements(); err != nil {
|
||||
return fmt.Errorf("failed to load requirements: %w", err)
|
||||
}
|
||||
|
||||
if err := achievement.loadRewards(); err != nil {
|
||||
return fmt.Errorf("failed to load rewards: %w", err)
|
||||
}
|
||||
|
||||
// Add to player list
|
||||
playerList.AddAchievement(achievement)
|
||||
}
|
||||
|
||||
return rows.Err()
|
||||
}
|
||||
|
||||
// LoadPlayerAchievementUpdates loads player achievement progress from database
|
||||
func LoadPlayerAchievementUpdates(db *database.Database, characterID uint32, updateList *PlayerUpdateList) error {
|
||||
query := `SELECT achievement_id, completed_date FROM character_achievements WHERE char_id = ?`
|
||||
|
||||
rows, err := db.Query(query, characterID)
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to execute query: %w", err)
|
||||
}
|
||||
defer rows.Close()
|
||||
|
||||
for rows.Next() {
|
||||
update := NewUpdate()
|
||||
var completedDate int64
|
||||
|
||||
err := rows.Scan(&update.ID, &completedDate)
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to scan update: %w", err)
|
||||
}
|
||||
|
||||
if completedDate > 0 {
|
||||
update.CompletedDate = time.Unix(completedDate, 0)
|
||||
}
|
||||
|
||||
// Load update items for this achievement
|
||||
if err := loadPlayerAchievementUpdateItems(db, characterID, update); err != nil {
|
||||
return fmt.Errorf("failed to load update items: %w", err)
|
||||
}
|
||||
|
||||
updateList.AddUpdate(update)
|
||||
}
|
||||
|
||||
return rows.Err()
|
||||
}
|
||||
|
||||
// loadPlayerAchievementUpdateItems loads update items for a specific achievement update
|
||||
func loadPlayerAchievementUpdateItems(db *database.Database, characterID uint32, update *Update) error {
|
||||
query := `SELECT achievement_id, items FROM character_achievements_items WHERE char_id = ? AND achievement_id = ?`
|
||||
|
||||
rows, err := db.Query(query, characterID, update.ID)
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to execute query: %w", err)
|
||||
}
|
||||
defer rows.Close()
|
||||
|
||||
for rows.Next() {
|
||||
var updateItem UpdateItem
|
||||
err := rows.Scan(&updateItem.AchievementID, &updateItem.ItemUpdate)
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to scan update item: %w", err)
|
||||
}
|
||||
update.AddUpdateItem(updateItem)
|
||||
}
|
||||
|
||||
return rows.Err()
|
||||
}
|
||||
|
||||
// SavePlayerAchievementUpdate saves a player's achievement progress to database
|
||||
func SavePlayerAchievementUpdate(db *database.Database, characterID uint32, update *Update) error {
|
||||
tx, err := db.Begin()
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to begin transaction: %w", err)
|
||||
}
|
||||
defer tx.Rollback()
|
||||
|
||||
var completedDate int64
|
||||
if !update.CompletedDate.IsZero() {
|
||||
completedDate = update.CompletedDate.Unix()
|
||||
}
|
||||
|
||||
// Insert or update achievement progress
|
||||
query := `INSERT OR REPLACE INTO character_achievements (char_id, achievement_id, completed_date)
|
||||
VALUES (?, ?, ?)`
|
||||
|
||||
_, err = tx.Exec(query, characterID, update.ID, completedDate)
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to save achievement update: %w", err)
|
||||
}
|
||||
|
||||
// Delete existing update items
|
||||
deleteQuery := `DELETE FROM character_achievements_items WHERE char_id = ? AND achievement_id = ?`
|
||||
_, err = tx.Exec(deleteQuery, characterID, update.ID)
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to delete existing update items: %w", err)
|
||||
}
|
||||
|
||||
// Insert new update items
|
||||
if len(update.UpdateItems) > 0 {
|
||||
insertQuery := `INSERT INTO character_achievements_items (char_id, achievement_id, items) VALUES (?, ?, ?)`
|
||||
for _, item := range update.UpdateItems {
|
||||
_, err = tx.Exec(insertQuery, characterID, item.AchievementID, item.ItemUpdate)
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to insert update item: %w", err)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Commit transaction
|
||||
return tx.Commit()
|
||||
}
|
724
internal/achievements/achievements.go
Normal file
724
internal/achievements/achievements.go
Normal file
@ -0,0 +1,724 @@
|
||||
package achievements
|
||||
|
||||
import (
|
||||
"context"
|
||||
"eq2emu/internal/database"
|
||||
"eq2emu/internal/packets"
|
||||
"fmt"
|
||||
"sync"
|
||||
"time"
|
||||
)
|
||||
|
||||
// Achievement represents an achievement definition
|
||||
type Achievement struct {
|
||||
mu sync.RWMutex
|
||||
ID uint32
|
||||
AchievementID uint32
|
||||
Title string
|
||||
UncompletedText string
|
||||
CompletedText string
|
||||
Category string
|
||||
Expansion string
|
||||
Icon uint16
|
||||
PointValue uint32
|
||||
QtyRequired uint32
|
||||
Hide bool
|
||||
Unknown3A uint32
|
||||
Unknown3B uint32
|
||||
MaxVersion uint32
|
||||
Requirements []Requirement
|
||||
Rewards []Reward
|
||||
}
|
||||
|
||||
// Requirement represents a requirement for an achievement
|
||||
type Requirement struct {
|
||||
AchievementID uint32
|
||||
Name string
|
||||
QtyRequired uint32
|
||||
}
|
||||
|
||||
// Reward represents a reward for completing an achievement
|
||||
type Reward struct {
|
||||
AchievementID uint32
|
||||
Reward string
|
||||
}
|
||||
|
||||
// PlayerAchievement represents a player's progress on an achievement
|
||||
type PlayerAchievement struct {
|
||||
mu sync.RWMutex
|
||||
CharacterID uint32
|
||||
AchievementID uint32
|
||||
Progress uint32
|
||||
CompletedDate time.Time
|
||||
UpdateItems []UpdateItem
|
||||
}
|
||||
|
||||
// UpdateItem represents progress update data for an achievement
|
||||
type UpdateItem struct {
|
||||
AchievementID uint32
|
||||
ItemUpdate uint32
|
||||
}
|
||||
|
||||
// AchievementManager manages the achievement system
|
||||
type AchievementManager struct {
|
||||
mu sync.RWMutex
|
||||
db *database.Database
|
||||
achievements map[uint32]*Achievement // All achievements by ID
|
||||
categoryIndex map[string][]*Achievement // Achievements by category
|
||||
expansionIndex map[string][]*Achievement // Achievements by expansion
|
||||
playerAchievements map[uint32]map[uint32]*PlayerAchievement // characterID -> achievementID -> PlayerAchievement
|
||||
logger Logger
|
||||
config AchievementConfig
|
||||
}
|
||||
|
||||
// Logger interface for achievement system logging
|
||||
type Logger interface {
|
||||
LogInfo(system, format string, args ...any)
|
||||
LogError(system, format string, args ...any)
|
||||
LogDebug(system, format string, args ...any)
|
||||
LogWarning(system, format string, args ...any)
|
||||
}
|
||||
|
||||
// AchievementConfig contains achievement system configuration
|
||||
type AchievementConfig struct {
|
||||
EnablePacketUpdates bool
|
||||
AutoCompleteOnReached bool
|
||||
EnableStatistics bool
|
||||
MaxCachedPlayers int
|
||||
}
|
||||
|
||||
// NewAchievementManager creates a new achievement manager
|
||||
func NewAchievementManager(db *database.Database, logger Logger, config AchievementConfig) *AchievementManager {
|
||||
return &AchievementManager{
|
||||
db: db,
|
||||
achievements: make(map[uint32]*Achievement),
|
||||
categoryIndex: make(map[string][]*Achievement),
|
||||
expansionIndex: make(map[string][]*Achievement),
|
||||
playerAchievements: make(map[uint32]map[uint32]*PlayerAchievement),
|
||||
logger: logger,
|
||||
config: config,
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize loads achievement data and starts background processes
|
||||
func (am *AchievementManager) Initialize(ctx context.Context) error {
|
||||
am.mu.Lock()
|
||||
defer am.mu.Unlock()
|
||||
|
||||
// If no database, initialize with empty data
|
||||
if am.db == nil {
|
||||
am.logger.LogInfo("achievements", "Loaded %d achievements", len(am.achievements))
|
||||
return nil
|
||||
}
|
||||
|
||||
// Load all achievements from database
|
||||
achievements, err := am.loadAchievementsFromDB(ctx)
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to load achievements: %w", err)
|
||||
}
|
||||
|
||||
for _, achievement := range achievements {
|
||||
am.achievements[achievement.AchievementID] = achievement
|
||||
|
||||
// Build category index
|
||||
if achievement.Category != "" {
|
||||
am.categoryIndex[achievement.Category] = append(am.categoryIndex[achievement.Category], achievement)
|
||||
}
|
||||
|
||||
// Build expansion index
|
||||
if achievement.Expansion != "" {
|
||||
am.expansionIndex[achievement.Expansion] = append(am.expansionIndex[achievement.Expansion], achievement)
|
||||
}
|
||||
}
|
||||
|
||||
am.logger.LogInfo("achievements", "Loaded %d achievements", len(am.achievements))
|
||||
return nil
|
||||
}
|
||||
|
||||
// GetAchievement returns an achievement by ID
|
||||
func (am *AchievementManager) GetAchievement(achievementID uint32) (*Achievement, bool) {
|
||||
am.mu.RLock()
|
||||
defer am.mu.RUnlock()
|
||||
achievement, exists := am.achievements[achievementID]
|
||||
return achievement, exists
|
||||
}
|
||||
|
||||
// GetAllAchievements returns all achievements
|
||||
func (am *AchievementManager) GetAllAchievements() []*Achievement {
|
||||
am.mu.RLock()
|
||||
defer am.mu.RUnlock()
|
||||
|
||||
achievements := make([]*Achievement, 0, len(am.achievements))
|
||||
for _, achievement := range am.achievements {
|
||||
achievements = append(achievements, achievement)
|
||||
}
|
||||
return achievements
|
||||
}
|
||||
|
||||
// GetAchievementsByCategory returns all achievements in a category
|
||||
func (am *AchievementManager) GetAchievementsByCategory(category string) []*Achievement {
|
||||
am.mu.RLock()
|
||||
defer am.mu.RUnlock()
|
||||
return am.categoryIndex[category]
|
||||
}
|
||||
|
||||
// GetAchievementsByExpansion returns all achievements in an expansion
|
||||
func (am *AchievementManager) GetAchievementsByExpansion(expansion string) []*Achievement {
|
||||
am.mu.RLock()
|
||||
defer am.mu.RUnlock()
|
||||
return am.expansionIndex[expansion]
|
||||
}
|
||||
|
||||
// GetCategories returns all unique categories
|
||||
func (am *AchievementManager) GetCategories() []string {
|
||||
am.mu.RLock()
|
||||
defer am.mu.RUnlock()
|
||||
|
||||
categories := make([]string, 0, len(am.categoryIndex))
|
||||
for category := range am.categoryIndex {
|
||||
categories = append(categories, category)
|
||||
}
|
||||
return categories
|
||||
}
|
||||
|
||||
// GetExpansions returns all unique expansions
|
||||
func (am *AchievementManager) GetExpansions() []string {
|
||||
am.mu.RLock()
|
||||
defer am.mu.RUnlock()
|
||||
|
||||
expansions := make([]string, 0, len(am.expansionIndex))
|
||||
for expansion := range am.expansionIndex {
|
||||
expansions = append(expansions, expansion)
|
||||
}
|
||||
return expansions
|
||||
}
|
||||
|
||||
// GetPlayerAchievements returns all achievements for a character
|
||||
func (am *AchievementManager) GetPlayerAchievements(characterID uint32) (map[uint32]*PlayerAchievement, error) {
|
||||
am.mu.RLock()
|
||||
playerAchievements, exists := am.playerAchievements[characterID]
|
||||
am.mu.RUnlock()
|
||||
|
||||
if !exists {
|
||||
// If no database, return empty map
|
||||
if am.db == nil {
|
||||
return make(map[uint32]*PlayerAchievement), nil
|
||||
}
|
||||
|
||||
// Load from database
|
||||
playerAchievements, err := am.loadPlayerAchievementsFromDB(context.Background(), characterID)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("failed to load player achievements: %w", err)
|
||||
}
|
||||
|
||||
am.mu.Lock()
|
||||
am.playerAchievements[characterID] = playerAchievements
|
||||
am.mu.Unlock()
|
||||
|
||||
return playerAchievements, nil
|
||||
}
|
||||
|
||||
return playerAchievements, nil
|
||||
}
|
||||
|
||||
// GetPlayerAchievement returns a specific player achievement
|
||||
func (am *AchievementManager) GetPlayerAchievement(characterID, achievementID uint32) (*PlayerAchievement, error) {
|
||||
playerAchievements, err := am.GetPlayerAchievements(characterID)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
playerAchievement, exists := playerAchievements[achievementID]
|
||||
if !exists {
|
||||
return nil, nil // Not found, but no error
|
||||
}
|
||||
|
||||
return playerAchievement, nil
|
||||
}
|
||||
|
||||
// UpdatePlayerProgress updates a player's progress on an achievement
|
||||
func (am *AchievementManager) UpdatePlayerProgress(ctx context.Context, characterID, achievementID, progress uint32) error {
|
||||
achievement, exists := am.GetAchievement(achievementID)
|
||||
if !exists {
|
||||
return fmt.Errorf("achievement %d not found", achievementID)
|
||||
}
|
||||
|
||||
am.mu.Lock()
|
||||
defer am.mu.Unlock()
|
||||
|
||||
// Get or create player achievements map
|
||||
if am.playerAchievements[characterID] == nil {
|
||||
am.playerAchievements[characterID] = make(map[uint32]*PlayerAchievement)
|
||||
}
|
||||
|
||||
// Get or create player achievement
|
||||
playerAchievement := am.playerAchievements[characterID][achievementID]
|
||||
if playerAchievement == nil {
|
||||
playerAchievement = &PlayerAchievement{
|
||||
CharacterID: characterID,
|
||||
AchievementID: achievementID,
|
||||
Progress: 0,
|
||||
UpdateItems: []UpdateItem{},
|
||||
}
|
||||
am.playerAchievements[characterID][achievementID] = playerAchievement
|
||||
}
|
||||
|
||||
// Update progress
|
||||
playerAchievement.mu.Lock()
|
||||
oldProgress := playerAchievement.Progress
|
||||
playerAchievement.Progress = progress
|
||||
|
||||
// Check if achievement should be completed
|
||||
if am.config.AutoCompleteOnReached && progress >= achievement.QtyRequired && playerAchievement.CompletedDate.IsZero() {
|
||||
playerAchievement.CompletedDate = time.Now()
|
||||
am.logger.LogInfo("achievements", "Character %d completed achievement %d", characterID, achievementID)
|
||||
}
|
||||
playerAchievement.mu.Unlock()
|
||||
|
||||
// Save to database if available and progress changed
|
||||
if am.db != nil && oldProgress != progress {
|
||||
if err := am.savePlayerAchievementToDBInternal(ctx, playerAchievement); err != nil {
|
||||
return fmt.Errorf("failed to save player achievement progress: %w", err)
|
||||
}
|
||||
}
|
||||
|
||||
am.logger.LogDebug("achievements", "Updated progress for character %d, achievement %d: %d/%d",
|
||||
characterID, achievementID, progress, achievement.QtyRequired)
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// CompletePlayerAchievement marks an achievement as completed for a player
|
||||
func (am *AchievementManager) CompletePlayerAchievement(ctx context.Context, characterID, achievementID uint32) error {
|
||||
_, exists := am.GetAchievement(achievementID)
|
||||
if !exists {
|
||||
return fmt.Errorf("achievement %d not found", achievementID)
|
||||
}
|
||||
|
||||
am.mu.Lock()
|
||||
defer am.mu.Unlock()
|
||||
|
||||
// Get or create player achievements map
|
||||
if am.playerAchievements[characterID] == nil {
|
||||
am.playerAchievements[characterID] = make(map[uint32]*PlayerAchievement)
|
||||
}
|
||||
|
||||
// Get or create player achievement
|
||||
playerAchievement := am.playerAchievements[characterID][achievementID]
|
||||
if playerAchievement == nil {
|
||||
playerAchievement = &PlayerAchievement{
|
||||
CharacterID: characterID,
|
||||
AchievementID: achievementID,
|
||||
Progress: 0,
|
||||
UpdateItems: []UpdateItem{},
|
||||
}
|
||||
am.playerAchievements[characterID][achievementID] = playerAchievement
|
||||
}
|
||||
|
||||
// Mark as completed
|
||||
playerAchievement.mu.Lock()
|
||||
wasCompleted := !playerAchievement.CompletedDate.IsZero()
|
||||
playerAchievement.CompletedDate = time.Now()
|
||||
playerAchievement.mu.Unlock()
|
||||
|
||||
// Save to database if available and wasn't already completed
|
||||
if am.db != nil && !wasCompleted {
|
||||
if err := am.savePlayerAchievementToDBInternal(ctx, playerAchievement); err != nil {
|
||||
return fmt.Errorf("failed to save player achievement completion: %w", err)
|
||||
}
|
||||
}
|
||||
|
||||
if !wasCompleted {
|
||||
am.logger.LogInfo("achievements", "Character %d completed achievement %d", characterID, achievementID)
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// IsPlayerAchievementCompleted checks if a player has completed an achievement
|
||||
func (am *AchievementManager) IsPlayerAchievementCompleted(characterID, achievementID uint32) (bool, error) {
|
||||
playerAchievement, err := am.GetPlayerAchievement(characterID, achievementID)
|
||||
if err != nil {
|
||||
return false, err
|
||||
}
|
||||
if playerAchievement == nil {
|
||||
return false, nil
|
||||
}
|
||||
return !playerAchievement.CompletedDate.IsZero(), nil
|
||||
}
|
||||
|
||||
// GetPlayerAchievementProgress returns a player's progress on an achievement
|
||||
func (am *AchievementManager) GetPlayerAchievementProgress(characterID, achievementID uint32) (uint32, error) {
|
||||
playerAchievement, err := am.GetPlayerAchievement(characterID, achievementID)
|
||||
if err != nil {
|
||||
return 0, err
|
||||
}
|
||||
if playerAchievement == nil {
|
||||
return 0, nil
|
||||
}
|
||||
return playerAchievement.Progress, nil
|
||||
}
|
||||
|
||||
// SendPlayerAchievementsPacket sends a player's achievement list to client
|
||||
func (am *AchievementManager) SendPlayerAchievementsPacket(characterID uint32, clientVersion int32) error {
|
||||
if !am.config.EnablePacketUpdates {
|
||||
return nil // Packet updates disabled
|
||||
}
|
||||
|
||||
playerAchievements, err := am.GetPlayerAchievements(characterID)
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to get player achievements: %w", err)
|
||||
}
|
||||
|
||||
def, exists := packets.GetPacket("CharacterAchievements")
|
||||
if !exists {
|
||||
return fmt.Errorf("CharacterAchievements packet definition not found")
|
||||
}
|
||||
|
||||
builder := packets.NewPacketBuilder(def, uint32(clientVersion), 0)
|
||||
|
||||
// Build achievement array for packet
|
||||
achievementArray := make([]map[string]any, 0, len(playerAchievements))
|
||||
for achievementID, playerAchievement := range playerAchievements {
|
||||
achievement, exists := am.GetAchievement(achievementID)
|
||||
if !exists {
|
||||
continue // Skip if achievement definition not found
|
||||
}
|
||||
|
||||
achievementData := map[string]any{
|
||||
"achievement_id": uint32(achievement.AchievementID),
|
||||
"title": achievement.Title,
|
||||
"completed_text": achievement.CompletedText,
|
||||
"uncompleted_text": achievement.UncompletedText,
|
||||
"category": achievement.Category,
|
||||
"expansion": achievement.Expansion,
|
||||
"icon": uint32(achievement.Icon),
|
||||
"point_value": achievement.PointValue,
|
||||
"progress": playerAchievement.Progress,
|
||||
"qty_required": achievement.QtyRequired,
|
||||
"completed": !playerAchievement.CompletedDate.IsZero(),
|
||||
"completed_date": uint32(playerAchievement.CompletedDate.Unix()),
|
||||
"hide_achievement": achievement.Hide,
|
||||
}
|
||||
|
||||
achievementArray = append(achievementArray, achievementData)
|
||||
}
|
||||
|
||||
packetData := map[string]any{
|
||||
"num_achievements": uint16(len(achievementArray)),
|
||||
"achievement_array": achievementArray,
|
||||
}
|
||||
|
||||
packet, err := builder.Build(packetData)
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to build packet: %w", err)
|
||||
}
|
||||
|
||||
// TODO: Send packet to client when client interface is available
|
||||
_ = packet
|
||||
am.logger.LogDebug("achievements", "Built achievement list packet for character %d (%d achievements)",
|
||||
characterID, len(achievementArray))
|
||||
return nil
|
||||
}
|
||||
|
||||
// SendAchievementUpdatePacket sends an achievement update to a client
|
||||
func (am *AchievementManager) SendAchievementUpdatePacket(characterID, achievementID uint32, clientVersion int32) error {
|
||||
if !am.config.EnablePacketUpdates {
|
||||
return nil // Packet updates disabled
|
||||
}
|
||||
|
||||
playerAchievement, err := am.GetPlayerAchievement(characterID, achievementID)
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to get player achievement: %w", err)
|
||||
}
|
||||
if playerAchievement == nil {
|
||||
return fmt.Errorf("player achievement not found")
|
||||
}
|
||||
|
||||
achievement, exists := am.GetAchievement(achievementID)
|
||||
if !exists {
|
||||
return fmt.Errorf("achievement definition not found")
|
||||
}
|
||||
|
||||
def, exists := packets.GetPacket("AchievementUpdateMsg")
|
||||
if !exists {
|
||||
return fmt.Errorf("AchievementUpdateMsg packet definition not found")
|
||||
}
|
||||
|
||||
builder := packets.NewPacketBuilder(def, uint32(clientVersion), 0)
|
||||
|
||||
packetData := map[string]any{
|
||||
"achievement_id": uint32(achievement.AchievementID),
|
||||
"progress": playerAchievement.Progress,
|
||||
"qty_required": achievement.QtyRequired,
|
||||
"completed": !playerAchievement.CompletedDate.IsZero(),
|
||||
"completed_date": uint32(playerAchievement.CompletedDate.Unix()),
|
||||
}
|
||||
|
||||
packet, err := builder.Build(packetData)
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to build packet: %w", err)
|
||||
}
|
||||
|
||||
// TODO: Send packet to client when client interface is available
|
||||
_ = packet
|
||||
am.logger.LogDebug("achievements", "Built achievement update packet for character %d, achievement %d",
|
||||
characterID, achievementID)
|
||||
return nil
|
||||
}
|
||||
|
||||
// GetPlayerStatistics returns achievement statistics for a player
|
||||
func (am *AchievementManager) GetPlayerStatistics(characterID uint32) (*PlayerAchievementStatistics, error) {
|
||||
playerAchievements, err := am.GetPlayerAchievements(characterID)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
stats := &PlayerAchievementStatistics{
|
||||
CharacterID: characterID,
|
||||
TotalAchievements: uint32(len(am.achievements)),
|
||||
CompletedCount: 0,
|
||||
InProgressCount: 0,
|
||||
TotalPointsEarned: 0,
|
||||
TotalPointsAvailable: 0,
|
||||
CompletedByCategory: make(map[string]uint32),
|
||||
}
|
||||
|
||||
// Calculate total points available
|
||||
for _, achievement := range am.achievements {
|
||||
stats.TotalPointsAvailable += achievement.PointValue
|
||||
}
|
||||
|
||||
// Calculate player statistics
|
||||
for achievementID, playerAchievement := range playerAchievements {
|
||||
achievement, exists := am.GetAchievement(achievementID)
|
||||
if !exists {
|
||||
continue
|
||||
}
|
||||
|
||||
if !playerAchievement.CompletedDate.IsZero() {
|
||||
stats.CompletedCount++
|
||||
stats.TotalPointsEarned += achievement.PointValue
|
||||
stats.CompletedByCategory[achievement.Category]++
|
||||
} else if playerAchievement.Progress > 0 {
|
||||
stats.InProgressCount++
|
||||
}
|
||||
}
|
||||
|
||||
return stats, nil
|
||||
}
|
||||
|
||||
// PlayerAchievementStatistics contains achievement statistics for a player
|
||||
type PlayerAchievementStatistics struct {
|
||||
CharacterID uint32
|
||||
TotalAchievements uint32
|
||||
CompletedCount uint32
|
||||
InProgressCount uint32
|
||||
TotalPointsEarned uint32
|
||||
TotalPointsAvailable uint32
|
||||
CompletedByCategory map[string]uint32
|
||||
}
|
||||
|
||||
// Database operations (internal)
|
||||
|
||||
func (am *AchievementManager) loadAchievementsFromDB(ctx context.Context) ([]*Achievement, error) {
|
||||
query := `
|
||||
SELECT id, achievement_id, title, uncompleted_text, completed_text,
|
||||
category, expansion, icon, point_value, qty_req, hide_achievement,
|
||||
unknown3a, unknown3b, max_version
|
||||
FROM achievements
|
||||
ORDER BY achievement_id
|
||||
`
|
||||
|
||||
rows, err := am.db.Query(query)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("failed to query achievements: %w", err)
|
||||
}
|
||||
defer rows.Close()
|
||||
|
||||
achievements := make([]*Achievement, 0)
|
||||
for rows.Next() {
|
||||
achievement := &Achievement{
|
||||
Requirements: []Requirement{},
|
||||
Rewards: []Reward{},
|
||||
}
|
||||
|
||||
var hideInt int
|
||||
err := rows.Scan(
|
||||
&achievement.ID, &achievement.AchievementID, &achievement.Title,
|
||||
&achievement.UncompletedText, &achievement.CompletedText,
|
||||
&achievement.Category, &achievement.Expansion, &achievement.Icon,
|
||||
&achievement.PointValue, &achievement.QtyRequired, &hideInt,
|
||||
&achievement.Unknown3A, &achievement.Unknown3B, &achievement.MaxVersion,
|
||||
)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("failed to scan achievement: %w", err)
|
||||
}
|
||||
|
||||
achievement.Hide = hideInt != 0
|
||||
|
||||
// Load requirements and rewards
|
||||
if err := am.loadAchievementRequirementsFromDB(ctx, achievement); err != nil {
|
||||
return nil, fmt.Errorf("failed to load requirements for achievement %d: %w", achievement.AchievementID, err)
|
||||
}
|
||||
|
||||
if err := am.loadAchievementRewardsFromDB(ctx, achievement); err != nil {
|
||||
return nil, fmt.Errorf("failed to load rewards for achievement %d: %w", achievement.AchievementID, err)
|
||||
}
|
||||
|
||||
achievements = append(achievements, achievement)
|
||||
}
|
||||
|
||||
return achievements, nil
|
||||
}
|
||||
|
||||
func (am *AchievementManager) loadAchievementRequirementsFromDB(_ context.Context, achievement *Achievement) error {
|
||||
query := `
|
||||
SELECT achievement_id, name, qty_req
|
||||
FROM achievements_requirements
|
||||
WHERE achievement_id = ?
|
||||
`
|
||||
|
||||
rows, err := am.db.Query(query, achievement.AchievementID)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
defer rows.Close()
|
||||
|
||||
for rows.Next() {
|
||||
var req Requirement
|
||||
err := rows.Scan(&req.AchievementID, &req.Name, &req.QtyRequired)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
achievement.Requirements = append(achievement.Requirements, req)
|
||||
}
|
||||
|
||||
return rows.Err()
|
||||
}
|
||||
|
||||
func (am *AchievementManager) loadAchievementRewardsFromDB(_ context.Context, achievement *Achievement) error {
|
||||
query := `
|
||||
SELECT achievement_id, reward
|
||||
FROM achievements_rewards
|
||||
WHERE achievement_id = ?
|
||||
`
|
||||
|
||||
rows, err := am.db.Query(query, achievement.AchievementID)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
defer rows.Close()
|
||||
|
||||
for rows.Next() {
|
||||
var reward Reward
|
||||
err := rows.Scan(&reward.AchievementID, &reward.Reward)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
achievement.Rewards = append(achievement.Rewards, reward)
|
||||
}
|
||||
|
||||
return rows.Err()
|
||||
}
|
||||
|
||||
func (am *AchievementManager) loadPlayerAchievementsFromDB(ctx context.Context, characterID uint32) (map[uint32]*PlayerAchievement, error) {
|
||||
query := `
|
||||
SELECT achievement_id, completed_date
|
||||
FROM character_achievements
|
||||
WHERE char_id = ?
|
||||
`
|
||||
|
||||
rows, err := am.db.Query(query, characterID)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("failed to query player achievements: %w", err)
|
||||
}
|
||||
defer rows.Close()
|
||||
|
||||
playerAchievements := make(map[uint32]*PlayerAchievement)
|
||||
for rows.Next() {
|
||||
var achievementID uint32
|
||||
var completedDate int64
|
||||
|
||||
err := rows.Scan(&achievementID, &completedDate)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("failed to scan player achievement: %w", err)
|
||||
}
|
||||
|
||||
playerAchievement := &PlayerAchievement{
|
||||
CharacterID: characterID,
|
||||
AchievementID: achievementID,
|
||||
Progress: 0,
|
||||
UpdateItems: []UpdateItem{},
|
||||
}
|
||||
|
||||
if completedDate > 0 {
|
||||
playerAchievement.CompletedDate = time.Unix(completedDate, 0)
|
||||
}
|
||||
|
||||
// Load update items
|
||||
if err := am.loadPlayerAchievementUpdateItemsFromDB(ctx, characterID, achievementID, playerAchievement); err != nil {
|
||||
return nil, fmt.Errorf("failed to load update items for character %d, achievement %d: %w", characterID, achievementID, err)
|
||||
}
|
||||
|
||||
playerAchievements[achievementID] = playerAchievement
|
||||
}
|
||||
|
||||
return playerAchievements, nil
|
||||
}
|
||||
|
||||
func (am *AchievementManager) loadPlayerAchievementUpdateItemsFromDB(_ context.Context, characterID, achievementID uint32, playerAchievement *PlayerAchievement) error {
|
||||
query := `
|
||||
SELECT achievement_id, items
|
||||
FROM character_achievements_items
|
||||
WHERE char_id = ? AND achievement_id = ?
|
||||
`
|
||||
|
||||
rows, err := am.db.Query(query, characterID, achievementID)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
defer rows.Close()
|
||||
|
||||
var totalProgress uint32
|
||||
for rows.Next() {
|
||||
var updateItem UpdateItem
|
||||
err := rows.Scan(&updateItem.AchievementID, &updateItem.ItemUpdate)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
playerAchievement.UpdateItems = append(playerAchievement.UpdateItems, updateItem)
|
||||
totalProgress += updateItem.ItemUpdate
|
||||
}
|
||||
|
||||
playerAchievement.Progress = totalProgress
|
||||
return rows.Err()
|
||||
}
|
||||
|
||||
func (am *AchievementManager) savePlayerAchievementToDBInternal(_ context.Context, playerAchievement *PlayerAchievement) error {
|
||||
var completedDate int64
|
||||
if !playerAchievement.CompletedDate.IsZero() {
|
||||
completedDate = playerAchievement.CompletedDate.Unix()
|
||||
}
|
||||
|
||||
// Insert or update achievement progress
|
||||
query := `
|
||||
INSERT OR REPLACE INTO character_achievements (char_id, achievement_id, completed_date)
|
||||
VALUES (?, ?, ?)
|
||||
`
|
||||
|
||||
_, err := am.db.Exec(query, playerAchievement.CharacterID, playerAchievement.AchievementID, completedDate)
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to save player achievement: %w", err)
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// Shutdown gracefully shuts down the achievement manager
|
||||
func (am *AchievementManager) Shutdown(ctx context.Context) error {
|
||||
am.logger.LogInfo("achievements", "Shutting down achievement manager")
|
||||
// Any cleanup would go here
|
||||
return nil
|
||||
}
|
744
internal/achievements/achievements_test.go
Normal file
744
internal/achievements/achievements_test.go
Normal file
@ -0,0 +1,744 @@
|
||||
package achievements
|
||||
|
||||
import (
|
||||
"context"
|
||||
"fmt"
|
||||
"testing"
|
||||
"time"
|
||||
)
|
||||
|
||||
// MockLogger implements the Logger interface for testing
|
||||
type MockLogger struct {
|
||||
InfoMessages []string
|
||||
ErrorMessages []string
|
||||
DebugMessages []string
|
||||
WarningMessages []string
|
||||
}
|
||||
|
||||
func (ml *MockLogger) LogInfo(system, format string, args ...any) {
|
||||
ml.InfoMessages = append(ml.InfoMessages, fmt.Sprintf(format, args...))
|
||||
}
|
||||
|
||||
func (ml *MockLogger) LogError(system, format string, args ...any) {
|
||||
ml.ErrorMessages = append(ml.ErrorMessages, fmt.Sprintf(format, args...))
|
||||
}
|
||||
|
||||
func (ml *MockLogger) LogDebug(system, format string, args ...any) {
|
||||
ml.DebugMessages = append(ml.DebugMessages, fmt.Sprintf(format, args...))
|
||||
}
|
||||
|
||||
func (ml *MockLogger) LogWarning(system, format string, args ...any) {
|
||||
ml.WarningMessages = append(ml.WarningMessages, fmt.Sprintf(format, args...))
|
||||
}
|
||||
|
||||
// MockDatabase implements basic database operations for testing
|
||||
type MockDatabase struct {
|
||||
achievements []Achievement
|
||||
playerAchievements map[uint32][]PlayerAchievement
|
||||
requirements map[uint32][]Requirement
|
||||
rewards map[uint32][]Reward
|
||||
}
|
||||
|
||||
func NewMockDatabase() *MockDatabase {
|
||||
return &MockDatabase{
|
||||
achievements: []Achievement{},
|
||||
playerAchievements: make(map[uint32][]PlayerAchievement),
|
||||
requirements: make(map[uint32][]Requirement),
|
||||
rewards: make(map[uint32][]Reward),
|
||||
}
|
||||
}
|
||||
|
||||
func (db *MockDatabase) Query(query string, args ...any) (*MockRows, error) {
|
||||
// Simulate database queries based on the query string
|
||||
if query == `
|
||||
SELECT id, achievement_id, title, uncompleted_text, completed_text,
|
||||
category, expansion, icon, point_value, qty_req, hide_achievement,
|
||||
unknown3a, unknown3b, max_version
|
||||
FROM achievements
|
||||
ORDER BY achievement_id
|
||||
` {
|
||||
return &MockRows{
|
||||
achievements: db.achievements,
|
||||
position: 0,
|
||||
queryType: "achievements",
|
||||
}, nil
|
||||
}
|
||||
|
||||
// Handle other query types as needed
|
||||
return &MockRows{queryType: "unknown"}, nil
|
||||
}
|
||||
|
||||
func (db *MockDatabase) Exec(query string, args ...any) (any, error) {
|
||||
// Mock exec operations
|
||||
return nil, nil
|
||||
}
|
||||
|
||||
// MockRows simulates database rows for testing
|
||||
type MockRows struct {
|
||||
achievements []Achievement
|
||||
position int
|
||||
queryType string
|
||||
closed bool
|
||||
}
|
||||
|
||||
func (rows *MockRows) Next() bool {
|
||||
if rows.closed {
|
||||
return false
|
||||
}
|
||||
if rows.queryType == "achievements" {
|
||||
return rows.position < len(rows.achievements)
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
func (rows *MockRows) Scan(dest ...any) error {
|
||||
if rows.queryType == "achievements" && rows.position < len(rows.achievements) {
|
||||
achievement := &rows.achievements[rows.position]
|
||||
|
||||
// Scan values in order expected by the query
|
||||
if len(dest) >= 14 {
|
||||
*dest[0].(*uint32) = achievement.ID
|
||||
*dest[1].(*uint32) = achievement.AchievementID
|
||||
*dest[2].(*string) = achievement.Title
|
||||
*dest[3].(*string) = achievement.UncompletedText
|
||||
*dest[4].(*string) = achievement.CompletedText
|
||||
*dest[5].(*string) = achievement.Category
|
||||
*dest[6].(*string) = achievement.Expansion
|
||||
*dest[7].(*uint16) = achievement.Icon
|
||||
*dest[8].(*uint32) = achievement.PointValue
|
||||
*dest[9].(*uint32) = achievement.QtyRequired
|
||||
|
||||
var hideInt int
|
||||
if achievement.Hide {
|
||||
hideInt = 1
|
||||
}
|
||||
*dest[10].(*int) = hideInt
|
||||
|
||||
*dest[11].(*uint32) = achievement.Unknown3A
|
||||
*dest[12].(*uint32) = achievement.Unknown3B
|
||||
*dest[13].(*uint32) = achievement.MaxVersion
|
||||
}
|
||||
|
||||
rows.position++
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func (rows *MockRows) Close() error {
|
||||
rows.closed = true
|
||||
return nil
|
||||
}
|
||||
|
||||
func (rows *MockRows) Err() error {
|
||||
return nil
|
||||
}
|
||||
|
||||
// Test data setup
|
||||
func createTestAchievements() []Achievement {
|
||||
return []Achievement{
|
||||
{
|
||||
ID: 1,
|
||||
AchievementID: 100,
|
||||
Title: "First Kill",
|
||||
UncompletedText: "Kill your first enemy",
|
||||
CompletedText: "You have killed your first enemy!",
|
||||
Category: CategoryCombat,
|
||||
Expansion: ExpansionBase,
|
||||
Icon: 1001,
|
||||
PointValue: 10,
|
||||
QtyRequired: 1,
|
||||
Hide: false,
|
||||
Requirements: []Requirement{
|
||||
{AchievementID: 100, Name: "Kill Enemy", QtyRequired: 1},
|
||||
},
|
||||
Rewards: []Reward{
|
||||
{AchievementID: 100, Reward: "10 Experience Points"},
|
||||
},
|
||||
},
|
||||
{
|
||||
ID: 2,
|
||||
AchievementID: 101,
|
||||
Title: "Explorer",
|
||||
UncompletedText: "Discover 5 new locations",
|
||||
CompletedText: "You have explored many locations!",
|
||||
Category: CategoryExploration,
|
||||
Expansion: ExpansionBase,
|
||||
Icon: 1002,
|
||||
PointValue: 25,
|
||||
QtyRequired: 5,
|
||||
Hide: false,
|
||||
Requirements: []Requirement{
|
||||
{AchievementID: 101, Name: "Discover Location", QtyRequired: 5},
|
||||
},
|
||||
Rewards: []Reward{
|
||||
{AchievementID: 101, Reward: "Map Fragment"},
|
||||
},
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
func setupTestManager() (*AchievementManager, *MockLogger, *MockDatabase) {
|
||||
logger := &MockLogger{}
|
||||
mockDB := NewMockDatabase()
|
||||
|
||||
// Add test data
|
||||
mockDB.achievements = createTestAchievements()
|
||||
|
||||
config := AchievementConfig{
|
||||
EnablePacketUpdates: true,
|
||||
AutoCompleteOnReached: true,
|
||||
EnableStatistics: true,
|
||||
MaxCachedPlayers: 100,
|
||||
}
|
||||
|
||||
// Create manager without database initially for isolated testing
|
||||
manager := NewAchievementManager(nil, logger, config)
|
||||
|
||||
return manager, logger, mockDB
|
||||
}
|
||||
|
||||
func TestNewAchievementManager(t *testing.T) {
|
||||
logger := &MockLogger{}
|
||||
config := AchievementConfig{
|
||||
EnablePacketUpdates: true,
|
||||
MaxCachedPlayers: 100,
|
||||
}
|
||||
|
||||
manager := NewAchievementManager(nil, logger, config)
|
||||
|
||||
if manager == nil {
|
||||
t.Fatal("NewAchievementManager returned nil")
|
||||
}
|
||||
|
||||
if manager.logger != logger {
|
||||
t.Error("Logger not set correctly")
|
||||
}
|
||||
|
||||
if manager.config != config {
|
||||
t.Error("Config not set correctly")
|
||||
}
|
||||
|
||||
if len(manager.achievements) != 0 {
|
||||
t.Error("Expected empty achievements map")
|
||||
}
|
||||
}
|
||||
|
||||
func TestAchievementManagerInitializeWithoutDatabase(t *testing.T) {
|
||||
manager, logger, _ := setupTestManager()
|
||||
|
||||
// Initialize with no database (should handle gracefully)
|
||||
ctx := context.Background()
|
||||
err := manager.Initialize(ctx)
|
||||
|
||||
if err != nil {
|
||||
t.Fatalf("Initialize failed: %v", err)
|
||||
}
|
||||
|
||||
// Should have no achievements loaded
|
||||
if len(manager.achievements) != 0 {
|
||||
t.Error("Expected no achievements without database")
|
||||
}
|
||||
|
||||
// Logger should have recorded the initialization
|
||||
if len(logger.InfoMessages) == 0 {
|
||||
t.Error("Expected initialization log message")
|
||||
}
|
||||
}
|
||||
|
||||
func TestGetAchievement(t *testing.T) {
|
||||
manager, _, _ := setupTestManager()
|
||||
|
||||
// Manually add achievements for testing
|
||||
testAchievements := createTestAchievements()
|
||||
for i := range testAchievements {
|
||||
manager.achievements[testAchievements[i].AchievementID] = &testAchievements[i]
|
||||
}
|
||||
|
||||
// Test existing achievement
|
||||
achievement, exists := manager.GetAchievement(100)
|
||||
if !exists {
|
||||
t.Error("Expected achievement 100 to exist")
|
||||
}
|
||||
if achievement.Title != "First Kill" {
|
||||
t.Errorf("Expected title 'First Kill', got '%s'", achievement.Title)
|
||||
}
|
||||
|
||||
// Test non-existing achievement
|
||||
_, exists = manager.GetAchievement(999)
|
||||
if exists {
|
||||
t.Error("Expected achievement 999 to not exist")
|
||||
}
|
||||
}
|
||||
|
||||
func TestGetAllAchievements(t *testing.T) {
|
||||
manager, _, _ := setupTestManager()
|
||||
|
||||
// Manually add achievements for testing
|
||||
testAchievements := createTestAchievements()
|
||||
for i := range testAchievements {
|
||||
manager.achievements[testAchievements[i].AchievementID] = &testAchievements[i]
|
||||
}
|
||||
|
||||
// Build indexes
|
||||
for _, achievement := range manager.achievements {
|
||||
manager.categoryIndex[achievement.Category] = append(manager.categoryIndex[achievement.Category], achievement)
|
||||
manager.expansionIndex[achievement.Expansion] = append(manager.expansionIndex[achievement.Expansion], achievement)
|
||||
}
|
||||
|
||||
achievements := manager.GetAllAchievements()
|
||||
|
||||
if len(achievements) != 2 {
|
||||
t.Errorf("Expected 2 achievements, got %d", len(achievements))
|
||||
}
|
||||
}
|
||||
|
||||
func TestGetAchievementsByCategory(t *testing.T) {
|
||||
manager, _, _ := setupTestManager()
|
||||
|
||||
// Manually add achievements and build indexes
|
||||
testAchievements := createTestAchievements()
|
||||
for i := range testAchievements {
|
||||
manager.achievements[testAchievements[i].AchievementID] = &testAchievements[i]
|
||||
manager.categoryIndex[testAchievements[i].Category] = append(manager.categoryIndex[testAchievements[i].Category], &testAchievements[i])
|
||||
}
|
||||
|
||||
combatAchievements := manager.GetAchievementsByCategory(CategoryCombat)
|
||||
if len(combatAchievements) != 1 {
|
||||
t.Errorf("Expected 1 combat achievement, got %d", len(combatAchievements))
|
||||
}
|
||||
|
||||
explorationAchievements := manager.GetAchievementsByCategory(CategoryExploration)
|
||||
if len(explorationAchievements) != 1 {
|
||||
t.Errorf("Expected 1 exploration achievement, got %d", len(explorationAchievements))
|
||||
}
|
||||
}
|
||||
|
||||
func TestGetAchievementsByExpansion(t *testing.T) {
|
||||
manager, _, _ := setupTestManager()
|
||||
|
||||
// Manually add achievements and build indexes
|
||||
testAchievements := createTestAchievements()
|
||||
for i := range testAchievements {
|
||||
manager.achievements[testAchievements[i].AchievementID] = &testAchievements[i]
|
||||
manager.expansionIndex[testAchievements[i].Expansion] = append(manager.expansionIndex[testAchievements[i].Expansion], &testAchievements[i])
|
||||
}
|
||||
|
||||
baseAchievements := manager.GetAchievementsByExpansion(ExpansionBase)
|
||||
if len(baseAchievements) != 2 {
|
||||
t.Errorf("Expected 2 base expansion achievements, got %d", len(baseAchievements))
|
||||
}
|
||||
}
|
||||
|
||||
func TestGetCategories(t *testing.T) {
|
||||
manager, _, _ := setupTestManager()
|
||||
|
||||
// Manually build category index
|
||||
manager.categoryIndex[CategoryCombat] = []*Achievement{}
|
||||
manager.categoryIndex[CategoryExploration] = []*Achievement{}
|
||||
|
||||
categories := manager.GetCategories()
|
||||
|
||||
if len(categories) != 2 {
|
||||
t.Errorf("Expected 2 categories, got %d", len(categories))
|
||||
}
|
||||
|
||||
// Check that both categories exist
|
||||
categoryMap := make(map[string]bool)
|
||||
for _, category := range categories {
|
||||
categoryMap[category] = true
|
||||
}
|
||||
|
||||
if !categoryMap[CategoryCombat] {
|
||||
t.Error("Expected Combat category")
|
||||
}
|
||||
if !categoryMap[CategoryExploration] {
|
||||
t.Error("Expected Exploration category")
|
||||
}
|
||||
}
|
||||
|
||||
func TestGetExpansions(t *testing.T) {
|
||||
manager, _, _ := setupTestManager()
|
||||
|
||||
// Manually build expansion index
|
||||
manager.expansionIndex[ExpansionBase] = []*Achievement{}
|
||||
|
||||
expansions := manager.GetExpansions()
|
||||
|
||||
if len(expansions) != 1 {
|
||||
t.Errorf("Expected 1 expansion, got %d", len(expansions))
|
||||
}
|
||||
if expansions[0] != ExpansionBase {
|
||||
t.Errorf("Expected expansion '%s', got '%s'", ExpansionBase, expansions[0])
|
||||
}
|
||||
}
|
||||
|
||||
func TestUpdatePlayerProgress(t *testing.T) {
|
||||
manager, logger, _ := setupTestManager()
|
||||
|
||||
// Add test achievement
|
||||
testAchievement := &Achievement{
|
||||
AchievementID: 100,
|
||||
Title: "Test Achievement",
|
||||
QtyRequired: 5,
|
||||
PointValue: 10,
|
||||
}
|
||||
manager.achievements[100] = testAchievement
|
||||
|
||||
ctx := context.Background()
|
||||
characterID := uint32(12345)
|
||||
achievementID := uint32(100)
|
||||
|
||||
// Test updating progress
|
||||
err := manager.UpdatePlayerProgress(ctx, characterID, achievementID, 3)
|
||||
if err != nil {
|
||||
t.Fatalf("UpdatePlayerProgress failed: %v", err)
|
||||
}
|
||||
|
||||
// Verify progress was set
|
||||
progress, err := manager.GetPlayerAchievementProgress(characterID, achievementID)
|
||||
if err != nil {
|
||||
t.Fatalf("GetPlayerAchievementProgress failed: %v", err)
|
||||
}
|
||||
if progress != 3 {
|
||||
t.Errorf("Expected progress 3, got %d", progress)
|
||||
}
|
||||
|
||||
// Test auto-completion when reaching required quantity
|
||||
err = manager.UpdatePlayerProgress(ctx, characterID, achievementID, 5)
|
||||
if err != nil {
|
||||
t.Fatalf("UpdatePlayerProgress failed: %v", err)
|
||||
}
|
||||
|
||||
// Should be completed now
|
||||
completed, err := manager.IsPlayerAchievementCompleted(characterID, achievementID)
|
||||
if err != nil {
|
||||
t.Fatalf("IsPlayerAchievementCompleted failed: %v", err)
|
||||
}
|
||||
if !completed {
|
||||
t.Error("Expected achievement to be completed")
|
||||
}
|
||||
|
||||
// Check that completion was logged
|
||||
found := false
|
||||
for _, msg := range logger.InfoMessages {
|
||||
if msg == fmt.Sprintf("Character %d completed achievement %d", characterID, achievementID) {
|
||||
found = true
|
||||
break
|
||||
}
|
||||
}
|
||||
if !found {
|
||||
t.Error("Expected completion log message")
|
||||
}
|
||||
}
|
||||
|
||||
func TestCompletePlayerAchievement(t *testing.T) {
|
||||
manager, logger, _ := setupTestManager()
|
||||
|
||||
// Add test achievement
|
||||
manager.achievements[100] = &Achievement{AchievementID: 100, Title: "Test"}
|
||||
|
||||
ctx := context.Background()
|
||||
characterID := uint32(12345)
|
||||
achievementID := uint32(100)
|
||||
|
||||
// Complete the achievement
|
||||
err := manager.CompletePlayerAchievement(ctx, characterID, achievementID)
|
||||
if err != nil {
|
||||
t.Fatalf("CompletePlayerAchievement failed: %v", err)
|
||||
}
|
||||
|
||||
// Verify completion
|
||||
completed, err := manager.IsPlayerAchievementCompleted(characterID, achievementID)
|
||||
if err != nil {
|
||||
t.Fatalf("IsPlayerAchievementCompleted failed: %v", err)
|
||||
}
|
||||
if !completed {
|
||||
t.Error("Expected achievement to be completed")
|
||||
}
|
||||
|
||||
// Check that completion was logged
|
||||
found := false
|
||||
for _, msg := range logger.InfoMessages {
|
||||
if msg == fmt.Sprintf("Character %d completed achievement %d", characterID, achievementID) {
|
||||
found = true
|
||||
break
|
||||
}
|
||||
}
|
||||
if !found {
|
||||
t.Error("Expected completion log message")
|
||||
}
|
||||
|
||||
// Test completing already completed achievement (should not log again)
|
||||
originalLogCount := len(logger.InfoMessages)
|
||||
err = manager.CompletePlayerAchievement(ctx, characterID, achievementID)
|
||||
if err != nil {
|
||||
t.Fatalf("CompletePlayerAchievement failed on already completed: %v", err)
|
||||
}
|
||||
|
||||
if len(logger.InfoMessages) != originalLogCount {
|
||||
t.Error("Expected no additional log message for already completed achievement")
|
||||
}
|
||||
}
|
||||
|
||||
func TestGetPlayerAchievements(t *testing.T) {
|
||||
manager, _, _ := setupTestManager()
|
||||
|
||||
characterID := uint32(12345)
|
||||
|
||||
// Test with no achievements
|
||||
achievements, err := manager.GetPlayerAchievements(characterID)
|
||||
if err != nil {
|
||||
t.Fatalf("GetPlayerAchievements failed: %v", err)
|
||||
}
|
||||
if len(achievements) != 0 {
|
||||
t.Error("Expected empty achievements map")
|
||||
}
|
||||
|
||||
// Add an achievement manually
|
||||
manager.playerAchievements[characterID] = map[uint32]*PlayerAchievement{
|
||||
100: {
|
||||
CharacterID: characterID,
|
||||
AchievementID: 100,
|
||||
Progress: 3,
|
||||
CompletedDate: time.Now(),
|
||||
},
|
||||
}
|
||||
|
||||
// Test with achievements
|
||||
achievements, err = manager.GetPlayerAchievements(characterID)
|
||||
if err != nil {
|
||||
t.Fatalf("GetPlayerAchievements failed: %v", err)
|
||||
}
|
||||
if len(achievements) != 1 {
|
||||
t.Errorf("Expected 1 achievement, got %d", len(achievements))
|
||||
}
|
||||
|
||||
achievement, exists := achievements[100]
|
||||
if !exists {
|
||||
t.Error("Expected achievement 100 to exist")
|
||||
}
|
||||
if achievement.Progress != 3 {
|
||||
t.Errorf("Expected progress 3, got %d", achievement.Progress)
|
||||
}
|
||||
}
|
||||
|
||||
func TestGetPlayerStatistics(t *testing.T) {
|
||||
manager, _, _ := setupTestManager()
|
||||
|
||||
// Add test achievements
|
||||
manager.achievements[100] = &Achievement{AchievementID: 100, PointValue: 10, Category: CategoryCombat}
|
||||
manager.achievements[101] = &Achievement{AchievementID: 101, PointValue: 25, Category: CategoryExploration}
|
||||
|
||||
characterID := uint32(12345)
|
||||
|
||||
// Add player achievements - one completed, one in progress
|
||||
manager.playerAchievements[characterID] = map[uint32]*PlayerAchievement{
|
||||
100: {
|
||||
CharacterID: characterID,
|
||||
AchievementID: 100,
|
||||
Progress: 10,
|
||||
CompletedDate: time.Now(), // Completed
|
||||
},
|
||||
101: {
|
||||
CharacterID: characterID,
|
||||
AchievementID: 101,
|
||||
Progress: 3,
|
||||
CompletedDate: time.Time{}, // In progress
|
||||
},
|
||||
}
|
||||
|
||||
stats, err := manager.GetPlayerStatistics(characterID)
|
||||
if err != nil {
|
||||
t.Fatalf("GetPlayerStatistics failed: %v", err)
|
||||
}
|
||||
|
||||
if stats.CharacterID != characterID {
|
||||
t.Errorf("Expected character ID %d, got %d", characterID, stats.CharacterID)
|
||||
}
|
||||
if stats.TotalAchievements != 2 {
|
||||
t.Errorf("Expected 2 total achievements, got %d", stats.TotalAchievements)
|
||||
}
|
||||
if stats.CompletedCount != 1 {
|
||||
t.Errorf("Expected 1 completed achievement, got %d", stats.CompletedCount)
|
||||
}
|
||||
if stats.InProgressCount != 1 {
|
||||
t.Errorf("Expected 1 in-progress achievement, got %d", stats.InProgressCount)
|
||||
}
|
||||
if stats.TotalPointsEarned != 10 {
|
||||
t.Errorf("Expected 10 points earned, got %d", stats.TotalPointsEarned)
|
||||
}
|
||||
if stats.TotalPointsAvailable != 35 {
|
||||
t.Errorf("Expected 35 points available, got %d", stats.TotalPointsAvailable)
|
||||
}
|
||||
if stats.CompletedByCategory[CategoryCombat] != 1 {
|
||||
t.Errorf("Expected 1 combat achievement completed, got %d", stats.CompletedByCategory[CategoryCombat])
|
||||
}
|
||||
}
|
||||
|
||||
func TestInvalidAchievementOperations(t *testing.T) {
|
||||
manager, _, _ := setupTestManager()
|
||||
|
||||
ctx := context.Background()
|
||||
characterID := uint32(12345)
|
||||
invalidAchievementID := uint32(999)
|
||||
|
||||
// Test updating progress for non-existent achievement
|
||||
err := manager.UpdatePlayerProgress(ctx, characterID, invalidAchievementID, 1)
|
||||
if err == nil {
|
||||
t.Error("Expected error for invalid achievement ID")
|
||||
}
|
||||
|
||||
// Test completing non-existent achievement
|
||||
err = manager.CompletePlayerAchievement(ctx, characterID, invalidAchievementID)
|
||||
if err == nil {
|
||||
t.Error("Expected error for invalid achievement ID")
|
||||
}
|
||||
}
|
||||
|
||||
func TestThreadSafety(t *testing.T) {
|
||||
manager, _, _ := setupTestManager()
|
||||
|
||||
// Add test achievement
|
||||
manager.achievements[100] = &Achievement{
|
||||
AchievementID: 100,
|
||||
QtyRequired: 10,
|
||||
PointValue: 10,
|
||||
}
|
||||
|
||||
ctx := context.Background()
|
||||
characterID := uint32(12345)
|
||||
achievementID := uint32(100)
|
||||
|
||||
// Test concurrent access
|
||||
done := make(chan bool, 10)
|
||||
|
||||
// Start 10 concurrent operations
|
||||
for i := 0; i < 10; i++ {
|
||||
go func(progress uint32) {
|
||||
defer func() { done <- true }()
|
||||
|
||||
// Update progress
|
||||
err := manager.UpdatePlayerProgress(ctx, characterID, achievementID, progress)
|
||||
if err != nil {
|
||||
t.Errorf("UpdatePlayerProgress failed: %v", err)
|
||||
return
|
||||
}
|
||||
|
||||
// Read progress
|
||||
_, err = manager.GetPlayerAchievementProgress(characterID, achievementID)
|
||||
if err != nil {
|
||||
t.Errorf("GetPlayerAchievementProgress failed: %v", err)
|
||||
return
|
||||
}
|
||||
|
||||
// Check completion status
|
||||
_, err = manager.IsPlayerAchievementCompleted(characterID, achievementID)
|
||||
if err != nil {
|
||||
t.Errorf("IsPlayerAchievementCompleted failed: %v", err)
|
||||
return
|
||||
}
|
||||
}(uint32(i + 1))
|
||||
}
|
||||
|
||||
// Wait for all operations to complete
|
||||
for i := 0; i < 10; i++ {
|
||||
<-done
|
||||
}
|
||||
}
|
||||
|
||||
func TestPacketBuilding(t *testing.T) {
|
||||
manager, logger, _ := setupTestManager()
|
||||
|
||||
// Add test achievement
|
||||
manager.achievements[100] = &Achievement{
|
||||
AchievementID: 100,
|
||||
Title: "Test Achievement",
|
||||
CompletedText: "Completed!",
|
||||
UncompletedText: "Not completed",
|
||||
Category: CategoryCombat,
|
||||
Expansion: ExpansionBase,
|
||||
Icon: 1001,
|
||||
PointValue: 10,
|
||||
QtyRequired: 1,
|
||||
Hide: false,
|
||||
}
|
||||
|
||||
characterID := uint32(12345)
|
||||
clientVersion := int32(1096)
|
||||
|
||||
// Test sending packet with no player achievements (should not error)
|
||||
err := manager.SendPlayerAchievementsPacket(characterID, clientVersion)
|
||||
if err != nil {
|
||||
t.Fatalf("SendPlayerAchievementsPacket failed: %v", err)
|
||||
}
|
||||
|
||||
// Should have debug message about packet building
|
||||
found := false
|
||||
expectedMsg := fmt.Sprintf("Built achievement list packet for character %d (0 achievements)", characterID)
|
||||
for _, msg := range logger.DebugMessages {
|
||||
if expectedMsg == msg {
|
||||
found = true
|
||||
break
|
||||
}
|
||||
}
|
||||
if !found {
|
||||
t.Errorf("Expected debug message '%s', got messages: %v", expectedMsg, logger.DebugMessages)
|
||||
}
|
||||
}
|
||||
|
||||
func TestShutdown(t *testing.T) {
|
||||
manager, logger, _ := setupTestManager()
|
||||
|
||||
ctx := context.Background()
|
||||
err := manager.Shutdown(ctx)
|
||||
if err != nil {
|
||||
t.Fatalf("Shutdown failed: %v", err)
|
||||
}
|
||||
|
||||
// Should have info message about shutdown
|
||||
found := false
|
||||
for _, msg := range logger.InfoMessages {
|
||||
if msg == "Shutting down achievement manager" {
|
||||
found = true
|
||||
break
|
||||
}
|
||||
}
|
||||
if !found {
|
||||
t.Error("Expected shutdown log message")
|
||||
}
|
||||
}
|
||||
|
||||
// Benchmark tests
|
||||
func BenchmarkGetAchievement(b *testing.B) {
|
||||
manager, _, _ := setupTestManager()
|
||||
|
||||
// Add many achievements
|
||||
for i := uint32(0); i < 1000; i++ {
|
||||
manager.achievements[i] = &Achievement{AchievementID: i, Title: fmt.Sprintf("Achievement %d", i)}
|
||||
}
|
||||
|
||||
b.ResetTimer()
|
||||
for i := 0; i < b.N; i++ {
|
||||
_, _ = manager.GetAchievement(uint32(i % 1000))
|
||||
}
|
||||
}
|
||||
|
||||
func BenchmarkUpdatePlayerProgress(b *testing.B) {
|
||||
manager, _, _ := setupTestManager()
|
||||
|
||||
// Add test achievement
|
||||
manager.achievements[100] = &Achievement{
|
||||
AchievementID: 100,
|
||||
QtyRequired: 1000000, // High value so it doesn't auto-complete
|
||||
PointValue: 10,
|
||||
}
|
||||
|
||||
ctx := context.Background()
|
||||
characterID := uint32(12345)
|
||||
achievementID := uint32(100)
|
||||
|
||||
b.ResetTimer()
|
||||
for i := 0; i < b.N; i++ {
|
||||
_ = manager.UpdatePlayerProgress(ctx, characterID, achievementID, uint32(i))
|
||||
}
|
||||
}
|
144
internal/achievements/constants.go
Normal file
144
internal/achievements/constants.go
Normal file
@ -0,0 +1,144 @@
|
||||
package achievements
|
||||
|
||||
// Achievement system constants
|
||||
|
||||
const (
|
||||
// Achievement completion status
|
||||
AchievementStatusIncomplete = 0
|
||||
AchievementStatusCompleted = 1
|
||||
|
||||
// Maximum values
|
||||
MaxAchievementTitle = 255
|
||||
MaxAchievementText = 500
|
||||
MaxAchievementCategory = 100
|
||||
MaxAchievementExpansion = 100
|
||||
MaxRequirementName = 255
|
||||
MaxRewardText = 255
|
||||
|
||||
// Default configuration values
|
||||
DefaultMaxCachedPlayers = 1000
|
||||
DefaultPointsPerLevel = 100
|
||||
|
||||
// Database query limits
|
||||
MaxAchievementsPerQuery = 1000
|
||||
QueryTimeoutSeconds = 30
|
||||
|
||||
// Packet opcodes for achievement system
|
||||
OpCharacterAchievements = "CharacterAchievements"
|
||||
OpAchievementUpdate = "AchievementUpdateMsg"
|
||||
|
||||
// Error messages
|
||||
ErrAchievementNotFound = "achievement not found"
|
||||
ErrPlayerAchievementNotFound = "player achievement not found"
|
||||
ErrInvalidAchievementID = "invalid achievement ID"
|
||||
ErrInvalidCharacterID = "invalid character ID"
|
||||
ErrDatabaseConnectionRequired = "database connection required"
|
||||
ErrAchievementAlreadyCompleted = "achievement already completed"
|
||||
)
|
||||
|
||||
// Common achievement categories
|
||||
const (
|
||||
CategoryCombat = "Combat"
|
||||
CategoryExploration = "Exploration"
|
||||
CategoryCrafting = "Crafting"
|
||||
CategorySocial = "Social"
|
||||
CategoryQuesting = "Questing"
|
||||
CategoryPvP = "PvP"
|
||||
CategoryRaiding = "Raiding"
|
||||
CategoryGeneral = "General"
|
||||
)
|
||||
|
||||
// Common expansions
|
||||
const (
|
||||
ExpansionBase = "EverQuest II"
|
||||
ExpansionDesertOfFlames = "Desert of Flames"
|
||||
ExpansionKingdomOfSky = "Kingdom of Sky"
|
||||
ExpansionEchosOfFaydwer = "Echoes of Faydwer"
|
||||
ExpansionRiseOfKunark = "Rise of Kunark"
|
||||
ExpansionShadowOdyssey = "The Shadow Odyssey"
|
||||
ExpansionSentinelsFate = "Sentinel's Fate"
|
||||
ExpansionDestinyOfVelious = "Destiny of Velious"
|
||||
ExpansionAgeOfDiscovery = "Age of Discovery"
|
||||
ExpansionChainsOfEternity = "Chains of Eternity"
|
||||
ExpansionTearsOfVeeshan = "Tears of Veeshan"
|
||||
ExpansionAltarsOfZek = "Altars of Zek"
|
||||
ExpansionTerrorsOfThalumbra = "Terrors of Thalumbra"
|
||||
ExpansionKunarkAscending = "Kunark Ascending"
|
||||
ExpansionPlanesOfProphecy = "Planes of Prophecy"
|
||||
ExpansionChaosDescending = "Chaos Descending"
|
||||
ExpansionBloodOfLuclin = "Blood of Luclin"
|
||||
ExpansionReignOfShadows = "Reign of Shadows"
|
||||
ExpansionVisionsOfVetrovia = "Visions of Vetrovia"
|
||||
)
|
||||
|
||||
// Achievement category display names
|
||||
var CategoryNames = map[string]string{
|
||||
CategoryCombat: "Combat",
|
||||
CategoryExploration: "Exploration",
|
||||
CategoryCrafting: "Crafting",
|
||||
CategorySocial: "Social",
|
||||
CategoryQuesting: "Questing",
|
||||
CategoryPvP: "Player vs Player",
|
||||
CategoryRaiding: "Raiding",
|
||||
CategoryGeneral: "General",
|
||||
}
|
||||
|
||||
// Expansion display names (for UI)
|
||||
var ExpansionNames = map[string]string{
|
||||
ExpansionBase: "EverQuest II",
|
||||
ExpansionDesertOfFlames: "Desert of Flames",
|
||||
ExpansionKingdomOfSky: "Kingdom of Sky",
|
||||
ExpansionEchosOfFaydwer: "Echoes of Faydwer",
|
||||
ExpansionRiseOfKunark: "Rise of Kunark",
|
||||
ExpansionShadowOdyssey: "The Shadow Odyssey",
|
||||
ExpansionSentinelsFate: "Sentinel's Fate",
|
||||
ExpansionDestinyOfVelious: "Destiny of Velious",
|
||||
ExpansionAgeOfDiscovery: "Age of Discovery",
|
||||
ExpansionChainsOfEternity: "Chains of Eternity",
|
||||
ExpansionTearsOfVeeshan: "Tears of Veeshan",
|
||||
ExpansionAltarsOfZek: "Altars of Zek",
|
||||
ExpansionTerrorsOfThalumbra: "Terrors of Thalumbra",
|
||||
ExpansionKunarkAscending: "Kunark Ascending",
|
||||
ExpansionPlanesOfProphecy: "Planes of Prophecy",
|
||||
ExpansionChaosDescending: "Chaos Descending",
|
||||
ExpansionBloodOfLuclin: "Blood of Luclin",
|
||||
ExpansionReignOfShadows: "Reign of Shadows",
|
||||
ExpansionVisionsOfVetrovia: "Visions of Vetrovia",
|
||||
}
|
||||
|
||||
// Common achievement point values
|
||||
const (
|
||||
PointsEasy = 5
|
||||
PointsMedium = 10
|
||||
PointsHard = 25
|
||||
PointsVeryHard = 50
|
||||
PointsLegendary = 100
|
||||
)
|
||||
|
||||
// GetCategoryDisplayName returns the display name for a category
|
||||
func GetCategoryDisplayName(category string) string {
|
||||
if name, exists := CategoryNames[category]; exists {
|
||||
return name
|
||||
}
|
||||
return category
|
||||
}
|
||||
|
||||
// GetExpansionDisplayName returns the display name for an expansion
|
||||
func GetExpansionDisplayName(expansion string) string {
|
||||
if name, exists := ExpansionNames[expansion]; exists {
|
||||
return name
|
||||
}
|
||||
return expansion
|
||||
}
|
||||
|
||||
// ValidateCategory checks if a category is valid
|
||||
func ValidateCategory(category string) bool {
|
||||
_, exists := CategoryNames[category]
|
||||
return exists || category == ""
|
||||
}
|
||||
|
||||
// ValidateExpansion checks if an expansion is valid
|
||||
func ValidateExpansion(expansion string) bool {
|
||||
_, exists := ExpansionNames[expansion]
|
||||
return exists || expansion == ""
|
||||
}
|
@ -1,330 +0,0 @@
|
||||
package achievements
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"sync"
|
||||
)
|
||||
|
||||
// MasterList is a specialized achievement master list optimized for:
|
||||
// - Fast ID-based lookups (O(1))
|
||||
// - Fast category-based lookups (O(1))
|
||||
// - Fast expansion-based lookups (O(1))
|
||||
// - Efficient filtering and iteration
|
||||
type MasterList struct {
|
||||
// Core storage
|
||||
achievements map[uint32]*Achievement // ID -> Achievement
|
||||
mutex sync.RWMutex
|
||||
|
||||
// Category indices for O(1) lookups
|
||||
byCategory map[string][]*Achievement // Category -> achievements
|
||||
byExpansion map[string][]*Achievement // Expansion -> achievements
|
||||
|
||||
// Cached metadata
|
||||
categories []string // Unique categories (cached)
|
||||
expansions []string // Unique expansions (cached)
|
||||
metaStale bool // Whether metadata cache needs refresh
|
||||
}
|
||||
|
||||
// NewMasterList creates a new specialized achievement master list
|
||||
func NewMasterList() *MasterList {
|
||||
return &MasterList{
|
||||
achievements: make(map[uint32]*Achievement),
|
||||
byCategory: make(map[string][]*Achievement),
|
||||
byExpansion: make(map[string][]*Achievement),
|
||||
metaStale: true,
|
||||
}
|
||||
}
|
||||
|
||||
// refreshMetaCache updates the categories and expansions cache
|
||||
func (m *MasterList) refreshMetaCache() {
|
||||
if !m.metaStale {
|
||||
return
|
||||
}
|
||||
|
||||
categorySet := make(map[string]struct{})
|
||||
expansionSet := make(map[string]struct{})
|
||||
|
||||
// Collect unique categories and expansions
|
||||
for _, achievement := range m.achievements {
|
||||
if achievement.Category != "" {
|
||||
categorySet[achievement.Category] = struct{}{}
|
||||
}
|
||||
if achievement.Expansion != "" {
|
||||
expansionSet[achievement.Expansion] = struct{}{}
|
||||
}
|
||||
}
|
||||
|
||||
// Clear existing caches and rebuild
|
||||
m.categories = m.categories[:0]
|
||||
for category := range categorySet {
|
||||
m.categories = append(m.categories, category)
|
||||
}
|
||||
|
||||
m.expansions = m.expansions[:0]
|
||||
for expansion := range expansionSet {
|
||||
m.expansions = append(m.expansions, expansion)
|
||||
}
|
||||
|
||||
m.metaStale = false
|
||||
}
|
||||
|
||||
// AddAchievement adds an achievement with full indexing
|
||||
func (m *MasterList) AddAchievement(achievement *Achievement) bool {
|
||||
if achievement == nil {
|
||||
return false
|
||||
}
|
||||
|
||||
m.mutex.Lock()
|
||||
defer m.mutex.Unlock()
|
||||
|
||||
// Check if exists
|
||||
if _, exists := m.achievements[achievement.AchievementID]; exists {
|
||||
return false
|
||||
}
|
||||
|
||||
// Add to core storage
|
||||
m.achievements[achievement.AchievementID] = achievement
|
||||
|
||||
// Update category index
|
||||
if achievement.Category != "" {
|
||||
m.byCategory[achievement.Category] = append(m.byCategory[achievement.Category], achievement)
|
||||
}
|
||||
|
||||
// Update expansion index
|
||||
if achievement.Expansion != "" {
|
||||
m.byExpansion[achievement.Expansion] = append(m.byExpansion[achievement.Expansion], achievement)
|
||||
}
|
||||
|
||||
// Invalidate metadata cache
|
||||
m.metaStale = true
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// GetAchievement retrieves by ID (O(1))
|
||||
func (m *MasterList) GetAchievement(id uint32) *Achievement {
|
||||
m.mutex.RLock()
|
||||
defer m.mutex.RUnlock()
|
||||
return m.achievements[id]
|
||||
}
|
||||
|
||||
// GetAchievementClone retrieves a cloned copy of an achievement by ID
|
||||
func (m *MasterList) GetAchievementClone(id uint32) *Achievement {
|
||||
m.mutex.RLock()
|
||||
defer m.mutex.RUnlock()
|
||||
achievement := m.achievements[id]
|
||||
if achievement == nil {
|
||||
return nil
|
||||
}
|
||||
return achievement.Clone()
|
||||
}
|
||||
|
||||
// GetAllAchievements returns a copy of all achievements map
|
||||
func (m *MasterList) GetAllAchievements() map[uint32]*Achievement {
|
||||
m.mutex.RLock()
|
||||
defer m.mutex.RUnlock()
|
||||
|
||||
// Return a copy to prevent external modification
|
||||
result := make(map[uint32]*Achievement, len(m.achievements))
|
||||
for id, achievement := range m.achievements {
|
||||
result[id] = achievement
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
// GetAchievementsByCategory returns all achievements in a category (O(1))
|
||||
func (m *MasterList) GetAchievementsByCategory(category string) []*Achievement {
|
||||
m.mutex.RLock()
|
||||
defer m.mutex.RUnlock()
|
||||
return m.byCategory[category]
|
||||
}
|
||||
|
||||
// GetAchievementsByExpansion returns all achievements in an expansion (O(1))
|
||||
func (m *MasterList) GetAchievementsByExpansion(expansion string) []*Achievement {
|
||||
m.mutex.RLock()
|
||||
defer m.mutex.RUnlock()
|
||||
return m.byExpansion[expansion]
|
||||
}
|
||||
|
||||
// GetAchievementsByCategoryAndExpansion returns achievements matching both category and expansion
|
||||
func (m *MasterList) GetAchievementsByCategoryAndExpansion(category, expansion string) []*Achievement {
|
||||
m.mutex.RLock()
|
||||
defer m.mutex.RUnlock()
|
||||
|
||||
categoryAchievements := m.byCategory[category]
|
||||
expansionAchievements := m.byExpansion[expansion]
|
||||
|
||||
// Use smaller set for iteration efficiency
|
||||
if len(categoryAchievements) > len(expansionAchievements) {
|
||||
categoryAchievements, expansionAchievements = expansionAchievements, categoryAchievements
|
||||
}
|
||||
|
||||
// Set intersection using map lookup
|
||||
expansionSet := make(map[*Achievement]struct{}, len(expansionAchievements))
|
||||
for _, achievement := range expansionAchievements {
|
||||
expansionSet[achievement] = struct{}{}
|
||||
}
|
||||
|
||||
var result []*Achievement
|
||||
for _, achievement := range categoryAchievements {
|
||||
if _, exists := expansionSet[achievement]; exists {
|
||||
result = append(result, achievement)
|
||||
}
|
||||
}
|
||||
|
||||
return result
|
||||
}
|
||||
|
||||
// GetCategories returns all unique categories using cached results
|
||||
func (m *MasterList) GetCategories() []string {
|
||||
m.mutex.Lock() // Need write lock to potentially update cache
|
||||
defer m.mutex.Unlock()
|
||||
|
||||
m.refreshMetaCache()
|
||||
|
||||
// Return a copy to prevent external modification
|
||||
result := make([]string, len(m.categories))
|
||||
copy(result, m.categories)
|
||||
return result
|
||||
}
|
||||
|
||||
// GetExpansions returns all unique expansions using cached results
|
||||
func (m *MasterList) GetExpansions() []string {
|
||||
m.mutex.Lock() // Need write lock to potentially update cache
|
||||
defer m.mutex.Unlock()
|
||||
|
||||
m.refreshMetaCache()
|
||||
|
||||
// Return a copy to prevent external modification
|
||||
result := make([]string, len(m.expansions))
|
||||
copy(result, m.expansions)
|
||||
return result
|
||||
}
|
||||
|
||||
// RemoveAchievement removes an achievement and updates all indices
|
||||
func (m *MasterList) RemoveAchievement(id uint32) bool {
|
||||
m.mutex.Lock()
|
||||
defer m.mutex.Unlock()
|
||||
|
||||
achievement, exists := m.achievements[id]
|
||||
if !exists {
|
||||
return false
|
||||
}
|
||||
|
||||
// Remove from core storage
|
||||
delete(m.achievements, id)
|
||||
|
||||
// Remove from category index
|
||||
if achievement.Category != "" {
|
||||
categoryAchievements := m.byCategory[achievement.Category]
|
||||
for i, a := range categoryAchievements {
|
||||
if a.AchievementID == id {
|
||||
m.byCategory[achievement.Category] = append(categoryAchievements[:i], categoryAchievements[i+1:]...)
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Remove from expansion index
|
||||
if achievement.Expansion != "" {
|
||||
expansionAchievements := m.byExpansion[achievement.Expansion]
|
||||
for i, a := range expansionAchievements {
|
||||
if a.AchievementID == id {
|
||||
m.byExpansion[achievement.Expansion] = append(expansionAchievements[:i], expansionAchievements[i+1:]...)
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Invalidate metadata cache
|
||||
m.metaStale = true
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// UpdateAchievement updates an existing achievement
|
||||
func (m *MasterList) UpdateAchievement(achievement *Achievement) error {
|
||||
if achievement == nil {
|
||||
return fmt.Errorf("achievement cannot be nil")
|
||||
}
|
||||
|
||||
m.mutex.Lock()
|
||||
defer m.mutex.Unlock()
|
||||
|
||||
// Check if exists
|
||||
old, exists := m.achievements[achievement.AchievementID]
|
||||
if !exists {
|
||||
return fmt.Errorf("achievement %d not found", achievement.AchievementID)
|
||||
}
|
||||
|
||||
// Remove old achievement from indices (but not core storage yet)
|
||||
if old.Category != "" {
|
||||
categoryAchievements := m.byCategory[old.Category]
|
||||
for i, a := range categoryAchievements {
|
||||
if a.AchievementID == achievement.AchievementID {
|
||||
m.byCategory[old.Category] = append(categoryAchievements[:i], categoryAchievements[i+1:]...)
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if old.Expansion != "" {
|
||||
expansionAchievements := m.byExpansion[old.Expansion]
|
||||
for i, a := range expansionAchievements {
|
||||
if a.AchievementID == achievement.AchievementID {
|
||||
m.byExpansion[old.Expansion] = append(expansionAchievements[:i], expansionAchievements[i+1:]...)
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update core storage
|
||||
m.achievements[achievement.AchievementID] = achievement
|
||||
|
||||
// Add new achievement to indices
|
||||
if achievement.Category != "" {
|
||||
m.byCategory[achievement.Category] = append(m.byCategory[achievement.Category], achievement)
|
||||
}
|
||||
|
||||
if achievement.Expansion != "" {
|
||||
m.byExpansion[achievement.Expansion] = append(m.byExpansion[achievement.Expansion], achievement)
|
||||
}
|
||||
|
||||
// Invalidate metadata cache
|
||||
m.metaStale = true
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// Size returns the total number of achievements
|
||||
func (m *MasterList) Size() int {
|
||||
m.mutex.RLock()
|
||||
defer m.mutex.RUnlock()
|
||||
return len(m.achievements)
|
||||
}
|
||||
|
||||
// Clear removes all achievements from the master list
|
||||
func (m *MasterList) Clear() {
|
||||
m.mutex.Lock()
|
||||
defer m.mutex.Unlock()
|
||||
|
||||
// Clear all maps
|
||||
m.achievements = make(map[uint32]*Achievement)
|
||||
m.byCategory = make(map[string][]*Achievement)
|
||||
m.byExpansion = make(map[string][]*Achievement)
|
||||
|
||||
// Clear cached metadata
|
||||
m.categories = m.categories[:0]
|
||||
m.expansions = m.expansions[:0]
|
||||
m.metaStale = true
|
||||
}
|
||||
|
||||
// ForEach executes a function for each achievement
|
||||
func (m *MasterList) ForEach(fn func(uint32, *Achievement)) {
|
||||
m.mutex.RLock()
|
||||
defer m.mutex.RUnlock()
|
||||
|
||||
for id, achievement := range m.achievements {
|
||||
fn(id, achievement)
|
||||
}
|
||||
}
|
@ -1,279 +0,0 @@
|
||||
package achievements
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"maps"
|
||||
"time"
|
||||
)
|
||||
|
||||
// PlayerList manages achievements for a specific player
|
||||
type PlayerList struct {
|
||||
achievements map[uint32]*Achievement
|
||||
}
|
||||
|
||||
// PlayerUpdateList manages achievement updates/progress for a specific player
|
||||
type PlayerUpdateList struct {
|
||||
updates map[uint32]*Update
|
||||
}
|
||||
|
||||
// NewPlayerList creates a new player achievement list
|
||||
func NewPlayerList() *PlayerList {
|
||||
return &PlayerList{
|
||||
achievements: make(map[uint32]*Achievement),
|
||||
}
|
||||
}
|
||||
|
||||
// NewPlayerUpdateList creates a new player achievement update list
|
||||
func NewPlayerUpdateList() *PlayerUpdateList {
|
||||
return &PlayerUpdateList{
|
||||
updates: make(map[uint32]*Update),
|
||||
}
|
||||
}
|
||||
|
||||
// AddAchievement adds an achievement to the player's list
|
||||
// Returns false if achievement with same ID already exists
|
||||
func (p *PlayerList) AddAchievement(achievement *Achievement) bool {
|
||||
if achievement == nil {
|
||||
return false
|
||||
}
|
||||
|
||||
if _, exists := p.achievements[achievement.ID]; exists {
|
||||
return false
|
||||
}
|
||||
|
||||
p.achievements[achievement.ID] = achievement
|
||||
return true
|
||||
}
|
||||
|
||||
// GetAchievement retrieves an achievement by ID
|
||||
// Returns nil if not found
|
||||
func (p *PlayerList) GetAchievement(id uint32) *Achievement {
|
||||
return p.achievements[id]
|
||||
}
|
||||
|
||||
// GetAllAchievements returns all player achievements
|
||||
func (p *PlayerList) GetAllAchievements() map[uint32]*Achievement {
|
||||
result := make(map[uint32]*Achievement, len(p.achievements))
|
||||
maps.Copy(result, p.achievements)
|
||||
return result
|
||||
}
|
||||
|
||||
// RemoveAchievement removes an achievement from the player's list
|
||||
// Returns true if achievement was found and removed
|
||||
func (p *PlayerList) RemoveAchievement(id uint32) bool {
|
||||
if _, exists := p.achievements[id]; !exists {
|
||||
return false
|
||||
}
|
||||
|
||||
delete(p.achievements, id)
|
||||
return true
|
||||
}
|
||||
|
||||
// HasAchievement checks if player has a specific achievement
|
||||
func (p *PlayerList) HasAchievement(id uint32) bool {
|
||||
_, exists := p.achievements[id]
|
||||
return exists
|
||||
}
|
||||
|
||||
// Clear removes all achievements from the player's list
|
||||
func (p *PlayerList) Clear() {
|
||||
p.achievements = make(map[uint32]*Achievement)
|
||||
}
|
||||
|
||||
// Size returns the number of achievements in the player's list
|
||||
func (p *PlayerList) Size() int {
|
||||
return len(p.achievements)
|
||||
}
|
||||
|
||||
// GetAchievementsByCategory returns player achievements filtered by category
|
||||
func (p *PlayerList) GetAchievementsByCategory(category string) []*Achievement {
|
||||
var result []*Achievement
|
||||
for _, achievement := range p.achievements {
|
||||
if achievement.Category == category {
|
||||
result = append(result, achievement)
|
||||
}
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
// AddUpdate adds an achievement update to the player's list
|
||||
// Returns false if update with same ID already exists
|
||||
func (p *PlayerUpdateList) AddUpdate(update *Update) bool {
|
||||
if update == nil {
|
||||
return false
|
||||
}
|
||||
|
||||
if _, exists := p.updates[update.ID]; exists {
|
||||
return false
|
||||
}
|
||||
|
||||
p.updates[update.ID] = update
|
||||
return true
|
||||
}
|
||||
|
||||
// GetUpdate retrieves an achievement update by ID
|
||||
// Returns nil if not found
|
||||
func (p *PlayerUpdateList) GetUpdate(id uint32) *Update {
|
||||
return p.updates[id]
|
||||
}
|
||||
|
||||
// GetAllUpdates returns all player achievement updates
|
||||
func (p *PlayerUpdateList) GetAllUpdates() map[uint32]*Update {
|
||||
result := make(map[uint32]*Update, len(p.updates))
|
||||
maps.Copy(result, p.updates)
|
||||
return result
|
||||
}
|
||||
|
||||
// UpdateProgress updates or creates achievement progress
|
||||
func (p *PlayerUpdateList) UpdateProgress(achievementID uint32, itemUpdate uint32) {
|
||||
update := p.updates[achievementID]
|
||||
if update == nil {
|
||||
update = NewUpdate()
|
||||
update.ID = achievementID
|
||||
p.updates[achievementID] = update
|
||||
}
|
||||
|
||||
// Add or update the progress item
|
||||
found := false
|
||||
for i := range update.UpdateItems {
|
||||
if update.UpdateItems[i].AchievementID == achievementID {
|
||||
update.UpdateItems[i].ItemUpdate = itemUpdate
|
||||
found = true
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
if !found {
|
||||
update.AddUpdateItem(UpdateItem{
|
||||
AchievementID: achievementID,
|
||||
ItemUpdate: itemUpdate,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
// CompleteAchievement marks an achievement as completed
|
||||
func (p *PlayerUpdateList) CompleteAchievement(achievementID uint32) {
|
||||
update := p.updates[achievementID]
|
||||
if update == nil {
|
||||
update = NewUpdate()
|
||||
update.ID = achievementID
|
||||
p.updates[achievementID] = update
|
||||
}
|
||||
update.CompletedDate = time.Now()
|
||||
}
|
||||
|
||||
// IsCompleted checks if an achievement is completed
|
||||
func (p *PlayerUpdateList) IsCompleted(achievementID uint32) bool {
|
||||
update := p.updates[achievementID]
|
||||
return update != nil && !update.CompletedDate.IsZero()
|
||||
}
|
||||
|
||||
// GetCompletedDate returns the completion date for an achievement
|
||||
// Returns zero time if not completed
|
||||
func (p *PlayerUpdateList) GetCompletedDate(achievementID uint32) time.Time {
|
||||
update := p.updates[achievementID]
|
||||
if update == nil {
|
||||
return time.Time{}
|
||||
}
|
||||
return update.CompletedDate
|
||||
}
|
||||
|
||||
// GetProgress returns the current progress for an achievement
|
||||
// Returns 0 if no progress found
|
||||
func (p *PlayerUpdateList) GetProgress(achievementID uint32) uint32 {
|
||||
update := p.updates[achievementID]
|
||||
if update == nil || len(update.UpdateItems) == 0 {
|
||||
return 0
|
||||
}
|
||||
|
||||
// Return the first matching update item's progress
|
||||
for _, item := range update.UpdateItems {
|
||||
if item.AchievementID == achievementID {
|
||||
return item.ItemUpdate
|
||||
}
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
// RemoveUpdate removes an achievement update from the player's list
|
||||
// Returns true if update was found and removed
|
||||
func (p *PlayerUpdateList) RemoveUpdate(id uint32) bool {
|
||||
if _, exists := p.updates[id]; !exists {
|
||||
return false
|
||||
}
|
||||
|
||||
delete(p.updates, id)
|
||||
return true
|
||||
}
|
||||
|
||||
// Clear removes all updates from the player's list
|
||||
func (p *PlayerUpdateList) Clear() {
|
||||
p.updates = make(map[uint32]*Update)
|
||||
}
|
||||
|
||||
// Size returns the number of updates in the player's list
|
||||
func (p *PlayerUpdateList) Size() int {
|
||||
return len(p.updates)
|
||||
}
|
||||
|
||||
// GetCompletedAchievements returns all completed achievement IDs
|
||||
func (p *PlayerUpdateList) GetCompletedAchievements() []uint32 {
|
||||
var completed []uint32
|
||||
for id, update := range p.updates {
|
||||
if !update.CompletedDate.IsZero() {
|
||||
completed = append(completed, id)
|
||||
}
|
||||
}
|
||||
return completed
|
||||
}
|
||||
|
||||
// GetInProgressAchievements returns all in-progress achievement IDs
|
||||
func (p *PlayerUpdateList) GetInProgressAchievements() []uint32 {
|
||||
var inProgress []uint32
|
||||
for id, update := range p.updates {
|
||||
if update.CompletedDate.IsZero() && len(update.UpdateItems) > 0 {
|
||||
inProgress = append(inProgress, id)
|
||||
}
|
||||
}
|
||||
return inProgress
|
||||
}
|
||||
|
||||
// PlayerManager combines achievement list and update list for a player
|
||||
type PlayerManager struct {
|
||||
Achievements *PlayerList
|
||||
Updates *PlayerUpdateList
|
||||
}
|
||||
|
||||
// NewPlayerManager creates a new player manager
|
||||
func NewPlayerManager() *PlayerManager {
|
||||
return &PlayerManager{
|
||||
Achievements: NewPlayerList(),
|
||||
Updates: NewPlayerUpdateList(),
|
||||
}
|
||||
}
|
||||
|
||||
// CheckRequirements validates if player meets achievement requirements
|
||||
// This is a basic implementation - extend as needed for specific game logic
|
||||
func (pm *PlayerManager) CheckRequirements(achievement *Achievement) (bool, error) {
|
||||
if achievement == nil {
|
||||
return false, fmt.Errorf("achievement cannot be nil")
|
||||
}
|
||||
|
||||
// Basic implementation - check if we have progress >= required quantity
|
||||
progress := pm.Updates.GetProgress(achievement.ID)
|
||||
return progress >= achievement.QtyRequired, nil
|
||||
}
|
||||
|
||||
// GetCompletionStatus returns completion percentage for an achievement
|
||||
func (pm *PlayerManager) GetCompletionStatus(achievement *Achievement) float64 {
|
||||
if achievement == nil || achievement.QtyRequired == 0 {
|
||||
return 0.0
|
||||
}
|
||||
|
||||
progress := pm.Updates.GetProgress(achievement.ID)
|
||||
if progress >= achievement.QtyRequired {
|
||||
return 100.0
|
||||
}
|
||||
|
||||
return (float64(progress) / float64(achievement.QtyRequired)) * 100.0
|
||||
}
|
@ -1,53 +0,0 @@
|
||||
package achievements
|
||||
|
||||
import "time"
|
||||
|
||||
// Requirement represents a single achievement requirement
|
||||
type Requirement struct {
|
||||
AchievementID uint32 `json:"achievement_id"`
|
||||
Name string `json:"name"`
|
||||
QtyRequired uint32 `json:"qty_required"`
|
||||
}
|
||||
|
||||
// Reward represents a single achievement reward
|
||||
type Reward struct {
|
||||
AchievementID uint32 `json:"achievement_id"`
|
||||
Reward string `json:"reward"`
|
||||
}
|
||||
|
||||
// UpdateItem represents a single achievement progress update
|
||||
type UpdateItem struct {
|
||||
AchievementID uint32 `json:"achievement_id"`
|
||||
ItemUpdate uint32 `json:"item_update"`
|
||||
}
|
||||
|
||||
// Update represents achievement completion/progress data
|
||||
type Update struct {
|
||||
ID uint32 `json:"id"`
|
||||
CompletedDate time.Time `json:"completed_date"`
|
||||
UpdateItems []UpdateItem `json:"update_items"`
|
||||
}
|
||||
|
||||
// NewUpdate creates a new achievement update with empty slices
|
||||
func NewUpdate() *Update {
|
||||
return &Update{
|
||||
UpdateItems: make([]UpdateItem, 0),
|
||||
}
|
||||
}
|
||||
|
||||
// AddUpdateItem adds an update item to the achievement update
|
||||
func (u *Update) AddUpdateItem(item UpdateItem) {
|
||||
u.UpdateItems = append(u.UpdateItems, item)
|
||||
}
|
||||
|
||||
// Clone creates a deep copy of the achievement update
|
||||
func (u *Update) Clone() *Update {
|
||||
clone := &Update{
|
||||
ID: u.ID,
|
||||
CompletedDate: u.CompletedDate,
|
||||
UpdateItems: make([]UpdateItem, len(u.UpdateItems)),
|
||||
}
|
||||
|
||||
copy(clone.UpdateItems, u.UpdateItems)
|
||||
return clone
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user