486 lines
13 KiB
Go
486 lines
13 KiB
Go
package factions
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import (
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"fmt"
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"sync"
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)
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// Manager provides high-level management of the faction system
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type Manager struct {
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masterFactionList *MasterList
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database Database
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logger Logger
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mutex sync.RWMutex
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// Statistics
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totalFactionChanges int64
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factionIncreases int64
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factionDecreases int64
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factionLookups int64
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playersWithFactions int64
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changesByFaction map[int32]int64 // Faction ID -> total changes
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}
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// NewManager creates a new faction manager
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func NewManager(database Database, logger Logger) *Manager {
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return &Manager{
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masterFactionList: NewMasterList(),
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database: database,
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logger: logger,
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changesByFaction: make(map[int32]int64),
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}
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}
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// Initialize loads factions from database
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func (m *Manager) Initialize() error {
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if m.logger != nil {
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m.logger.LogInfo("Initializing faction manager...")
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}
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if m.database == nil {
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if m.logger != nil {
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m.logger.LogWarning("No database provided, starting with empty faction list")
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}
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return nil
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}
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// Load factions
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factions, err := m.database.LoadAllFactions()
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if err != nil {
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return fmt.Errorf("failed to load factions from database: %w", err)
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}
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for _, faction := range factions {
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if err := m.masterFactionList.AddFaction(faction); err != nil {
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if m.logger != nil {
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m.logger.LogError("Failed to add faction %d (%s): %v", faction.ID, faction.Name, err)
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}
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}
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}
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// Load faction relationships
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hostile, friendly, err := m.database.LoadFactionRelations()
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if err != nil {
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if m.logger != nil {
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m.logger.LogWarning("Failed to load faction relationships: %v", err)
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}
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} else {
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// Add hostile relationships
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for factionID, hostiles := range hostile {
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for _, hostileID := range hostiles {
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m.masterFactionList.AddHostileFaction(factionID, hostileID)
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}
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}
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// Add friendly relationships
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for factionID, friendlies := range friendly {
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for _, friendlyID := range friendlies {
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m.masterFactionList.AddFriendlyFaction(factionID, friendlyID)
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}
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}
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}
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if m.logger != nil {
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m.logger.LogInfo("Loaded %d factions from database", len(factions))
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}
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return nil
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}
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// GetMasterFactionList returns the master faction list
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func (m *Manager) GetMasterFactionList() *MasterList {
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return m.masterFactionList
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}
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// CreatePlayerFaction creates a new player faction system
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func (m *Manager) CreatePlayerFaction() *PlayerFaction {
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m.mutex.Lock()
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m.playersWithFactions++
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m.mutex.Unlock()
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return NewPlayerFaction(m.masterFactionList)
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}
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// GetFaction returns a faction by ID
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func (m *Manager) GetFaction(factionID int32) *Faction {
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m.mutex.Lock()
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m.factionLookups++
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m.mutex.Unlock()
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return m.masterFactionList.GetFaction(factionID)
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}
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// GetFactionByName returns a faction by name
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func (m *Manager) GetFactionByName(name string) *Faction {
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m.mutex.Lock()
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m.factionLookups++
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m.mutex.Unlock()
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return m.masterFactionList.GetFactionByName(name)
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}
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// AddFaction adds a new faction
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func (m *Manager) AddFaction(faction *Faction) error {
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if faction == nil {
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return fmt.Errorf("faction cannot be nil")
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}
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// Add to master list
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if err := m.masterFactionList.AddFaction(faction); err != nil {
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return fmt.Errorf("failed to add faction to master list: %w", err)
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}
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// If the faction doesn't have a database connection but we have a database,
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// save it through our database interface
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if faction.db == nil && m.database != nil {
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// Create a temporary faction with database connection for saving
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tempFaction := faction.Clone()
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tempFaction.db = nil // Will be handled by database interface
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// This would normally save through the database interface, but since we simplified,
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// we'll just skip database saving for test factions without connections
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if m.logger != nil {
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m.logger.LogInfo("Added faction %d: %s (%s) [no database save - test mode]", faction.ID, faction.Name, faction.Type)
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}
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return nil
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}
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// Save using the faction's own Save method if it has database access
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if faction.db != nil {
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if err := faction.Save(); err != nil {
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// Remove from master list if save failed
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m.masterFactionList.RemoveFaction(faction.ID)
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return fmt.Errorf("failed to save faction to database: %w", err)
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}
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}
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if m.logger != nil {
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m.logger.LogInfo("Added faction %d: %s (%s)", faction.ID, faction.Name, faction.Type)
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}
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return nil
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}
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// UpdateFaction updates an existing faction
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func (m *Manager) UpdateFaction(faction *Faction) error {
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if faction == nil {
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return fmt.Errorf("faction cannot be nil")
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}
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// Update in master list
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if err := m.masterFactionList.UpdateFaction(faction); err != nil {
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return fmt.Errorf("failed to update faction in master list: %w", err)
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}
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// Save using the faction's own Save method if it has database access
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if faction.db != nil {
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if err := faction.Save(); err != nil {
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return fmt.Errorf("failed to save faction to database: %w", err)
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}
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}
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if m.logger != nil {
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m.logger.LogInfo("Updated faction %d: %s", faction.ID, faction.Name)
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}
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return nil
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}
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// RemoveFaction removes a faction
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func (m *Manager) RemoveFaction(factionID int32) error {
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// Get faction to delete it properly
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faction := m.masterFactionList.GetFaction(factionID)
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if faction == nil {
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return fmt.Errorf("faction with ID %d does not exist", factionID)
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}
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// Delete from database using the faction's own Delete method if it has database access
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if faction.db != nil {
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if err := faction.Delete(); err != nil {
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return fmt.Errorf("failed to delete faction from database: %w", err)
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}
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}
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// Remove from master list
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if !m.masterFactionList.RemoveFaction(factionID) {
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return fmt.Errorf("failed to remove faction from master list")
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}
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if m.logger != nil {
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m.logger.LogInfo("Removed faction %d", factionID)
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}
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return nil
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}
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// RecordFactionIncrease records a faction increase for statistics
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func (m *Manager) RecordFactionIncrease(factionID int32) {
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m.mutex.Lock()
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defer m.mutex.Unlock()
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m.totalFactionChanges++
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m.factionIncreases++
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m.changesByFaction[factionID]++
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}
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// RecordFactionDecrease records a faction decrease for statistics
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func (m *Manager) RecordFactionDecrease(factionID int32) {
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m.mutex.Lock()
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defer m.mutex.Unlock()
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m.totalFactionChanges++
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m.factionDecreases++
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m.changesByFaction[factionID]++
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}
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// GetStatistics returns faction system statistics
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func (m *Manager) GetStatistics() map[string]any {
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m.mutex.RLock()
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defer m.mutex.RUnlock()
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stats := make(map[string]any)
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stats["total_factions"] = m.masterFactionList.GetFactionCount()
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stats["total_faction_changes"] = m.totalFactionChanges
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stats["faction_increases"] = m.factionIncreases
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stats["faction_decreases"] = m.factionDecreases
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stats["faction_lookups"] = m.factionLookups
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stats["players_with_factions"] = m.playersWithFactions
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// Copy changes by faction
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changeStats := make(map[int32]int64)
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for factionID, count := range m.changesByFaction {
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changeStats[factionID] = count
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}
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stats["changes_by_faction"] = changeStats
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return stats
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}
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// ResetStatistics resets all statistics
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func (m *Manager) ResetStatistics() {
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m.mutex.Lock()
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defer m.mutex.Unlock()
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m.totalFactionChanges = 0
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m.factionIncreases = 0
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m.factionDecreases = 0
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m.factionLookups = 0
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m.playersWithFactions = 0
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m.changesByFaction = make(map[int32]int64)
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}
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// ValidateAllFactions validates all factions in the system
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func (m *Manager) ValidateAllFactions() []string {
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return m.masterFactionList.ValidateFactions()
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}
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// ReloadFromDatabase reloads all factions from database
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func (m *Manager) ReloadFromDatabase() error {
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if m.database == nil {
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return fmt.Errorf("no database available")
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}
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// Clear current factions
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m.masterFactionList.Clear()
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// Reload from database
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return m.Initialize()
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}
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// GetFactionCount returns the total number of factions
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func (m *Manager) GetFactionCount() int32 {
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return m.masterFactionList.GetFactionCount()
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}
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// ProcessCommand handles faction-related commands
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func (m *Manager) ProcessCommand(command string, args []string) (string, error) {
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switch command {
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case "stats":
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return m.handleStatsCommand(args)
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case "validate":
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return m.handleValidateCommand(args)
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case "list":
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return m.handleListCommand(args)
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case "info":
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return m.handleInfoCommand(args)
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case "reload":
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return m.handleReloadCommand(args)
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case "search":
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return m.handleSearchCommand(args)
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default:
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return "", fmt.Errorf("unknown faction command: %s", command)
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}
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}
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// handleStatsCommand shows faction system statistics
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func (m *Manager) handleStatsCommand(args []string) (string, error) {
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stats := m.GetStatistics()
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result := "Faction System Statistics:\n"
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result += fmt.Sprintf("Total Factions: %d\n", stats["total_factions"])
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result += fmt.Sprintf("Total Faction Changes: %d\n", stats["total_faction_changes"])
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result += fmt.Sprintf("Faction Increases: %d\n", stats["faction_increases"])
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result += fmt.Sprintf("Faction Decreases: %d\n", stats["faction_decreases"])
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result += fmt.Sprintf("Faction Lookups: %d\n", stats["faction_lookups"])
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result += fmt.Sprintf("Players with Factions: %d\n", stats["players_with_factions"])
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return result, nil
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}
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// handleValidateCommand validates all factions
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func (m *Manager) handleValidateCommand(args []string) (string, error) {
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issues := m.ValidateAllFactions()
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if len(issues) == 0 {
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return "All factions are valid.", nil
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}
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result := fmt.Sprintf("Found %d issues with factions:\n", len(issues))
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for i, issue := range issues {
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if i >= 10 { // Limit output
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result += "... (and more)\n"
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break
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}
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result += fmt.Sprintf("%d. %s\n", i+1, issue)
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}
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return result, nil
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}
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// handleListCommand lists factions
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func (m *Manager) handleListCommand(args []string) (string, error) {
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factions := m.masterFactionList.GetAllFactions()
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if len(factions) == 0 {
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return "No factions loaded.", nil
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}
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result := fmt.Sprintf("Factions (%d):\n", len(factions))
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count := 0
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for _, faction := range factions {
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if count >= 20 { // Limit output
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result += "... (and more)\n"
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break
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}
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result += fmt.Sprintf(" %d: %s (%s)\n", faction.ID, faction.Name, faction.Type)
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count++
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}
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return result, nil
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}
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// handleInfoCommand shows information about a specific faction
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func (m *Manager) handleInfoCommand(args []string) (string, error) {
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if len(args) == 0 {
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return "", fmt.Errorf("faction ID or name required")
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}
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var faction *Faction
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// Try to parse as ID first
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var factionID int32
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if _, err := fmt.Sscanf(args[0], "%d", &factionID); err == nil {
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faction = m.GetFaction(factionID)
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} else {
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// Try as name
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faction = m.GetFactionByName(args[0])
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}
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if faction == nil {
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return fmt.Sprintf("Faction '%s' not found.", args[0]), nil
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}
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result := "Faction Information:\n"
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result += fmt.Sprintf("ID: %d\n", faction.ID)
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result += fmt.Sprintf("Name: %s\n", faction.Name)
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result += fmt.Sprintf("Type: %s\n", faction.Type)
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result += fmt.Sprintf("Description: %s\n", faction.Description)
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result += fmt.Sprintf("Default Value: %d\n", faction.DefaultValue)
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result += fmt.Sprintf("Positive Change: %d\n", faction.PositiveChange)
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result += fmt.Sprintf("Negative Change: %d\n", faction.NegativeChange)
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// Show relationships if any
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hostiles := m.masterFactionList.GetHostileFactions(faction.ID)
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if len(hostiles) > 0 {
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result += fmt.Sprintf("Hostile Factions: %v\n", hostiles)
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}
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friendlies := m.masterFactionList.GetFriendlyFactions(faction.ID)
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if len(friendlies) > 0 {
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result += fmt.Sprintf("Friendly Factions: %v\n", friendlies)
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}
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return result, nil
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}
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// handleReloadCommand reloads factions from database
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func (m *Manager) handleReloadCommand(args []string) (string, error) {
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if err := m.ReloadFromDatabase(); err != nil {
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return "", fmt.Errorf("failed to reload factions: %w", err)
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}
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count := m.GetFactionCount()
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return fmt.Sprintf("Successfully reloaded %d factions from database.", count), nil
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}
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// handleSearchCommand searches for factions by name or type
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func (m *Manager) handleSearchCommand(args []string) (string, error) {
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if len(args) == 0 {
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return "", fmt.Errorf("search term required")
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}
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searchTerm := args[0]
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factions := m.masterFactionList.GetAllFactions()
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var results []*Faction
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// Search by name or type
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for _, faction := range factions {
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if contains(faction.Name, searchTerm) || contains(faction.Type, searchTerm) {
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results = append(results, faction)
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}
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}
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if len(results) == 0 {
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return fmt.Sprintf("No factions found matching '%s'.", searchTerm), nil
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}
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result := fmt.Sprintf("Found %d factions matching '%s':\n", len(results), searchTerm)
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for i, faction := range results {
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if i >= 20 { // Limit output
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result += "... (and more)\n"
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break
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}
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result += fmt.Sprintf(" %d: %s (%s)\n", faction.ID, faction.Name, faction.Type)
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}
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return result, nil
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}
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// Shutdown gracefully shuts down the manager
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func (m *Manager) Shutdown() {
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if m.logger != nil {
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m.logger.LogInfo("Shutting down faction manager...")
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}
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// Clear factions
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m.masterFactionList.Clear()
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}
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// contains checks if a string contains a substring (case-sensitive)
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func contains(str, substr string) bool {
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if len(substr) == 0 {
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return true
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}
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if len(str) < len(substr) {
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return false
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}
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for i := 0; i <= len(str)-len(substr); i++ {
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if str[i:i+len(substr)] == substr {
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return true
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}
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}
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return false
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}
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