eq2go/internal/factions/master_faction_list.go

386 lines
10 KiB
Go

package factions
import (
"fmt"
"sync"
)
// MasterFactionList manages all factions in the game
type MasterFactionList struct {
globalFactionList map[int32]*Faction // Factions by ID
factionNameList map[string]*Faction // Factions by name
hostileFactions map[int32][]int32 // Hostile faction relationships
friendlyFactions map[int32][]int32 // Friendly faction relationships
mutex sync.RWMutex // Thread safety
}
// NewMasterFactionList creates a new master faction list
func NewMasterFactionList() *MasterFactionList {
return &MasterFactionList{
globalFactionList: make(map[int32]*Faction),
factionNameList: make(map[string]*Faction),
hostileFactions: make(map[int32][]int32),
friendlyFactions: make(map[int32][]int32),
}
}
// Clear removes all factions and relationships
func (mfl *MasterFactionList) Clear() {
mfl.mutex.Lock()
defer mfl.mutex.Unlock()
// Clear all maps - Go's garbage collector will handle cleanup
mfl.globalFactionList = make(map[int32]*Faction)
mfl.factionNameList = make(map[string]*Faction)
mfl.hostileFactions = make(map[int32][]int32)
mfl.friendlyFactions = make(map[int32][]int32)
}
// GetDefaultFactionValue returns the default value for a faction
func (mfl *MasterFactionList) GetDefaultFactionValue(factionID int32) int32 {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
if faction, exists := mfl.globalFactionList[factionID]; exists && faction != nil {
return faction.DefaultValue
}
return 0
}
// GetFaction returns a faction by name
func (mfl *MasterFactionList) GetFactionByName(name string) *Faction {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
return mfl.factionNameList[name]
}
// GetFaction returns a faction by ID
func (mfl *MasterFactionList) GetFaction(id int32) *Faction {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
if faction, exists := mfl.globalFactionList[id]; exists {
return faction
}
return nil
}
// AddFaction adds a faction to the master list
func (mfl *MasterFactionList) AddFaction(faction *Faction) error {
if faction == nil {
return fmt.Errorf("faction cannot be nil")
}
if !faction.IsValid() {
return fmt.Errorf("faction is not valid")
}
mfl.mutex.Lock()
defer mfl.mutex.Unlock()
mfl.globalFactionList[faction.ID] = faction
mfl.factionNameList[faction.Name] = faction
return nil
}
// GetIncreaseAmount returns the default increase amount for a faction
func (mfl *MasterFactionList) GetIncreaseAmount(factionID int32) int32 {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
if faction, exists := mfl.globalFactionList[factionID]; exists && faction != nil {
return int32(faction.PositiveChange)
}
return 0
}
// GetDecreaseAmount returns the default decrease amount for a faction
func (mfl *MasterFactionList) GetDecreaseAmount(factionID int32) int32 {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
if faction, exists := mfl.globalFactionList[factionID]; exists && faction != nil {
return int32(faction.NegativeChange)
}
return 0
}
// GetFactionCount returns the total number of factions
func (mfl *MasterFactionList) GetFactionCount() int32 {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
return int32(len(mfl.globalFactionList))
}
// AddHostileFaction adds a hostile relationship between factions
func (mfl *MasterFactionList) AddHostileFaction(factionID, hostileFactionID int32) {
mfl.mutex.Lock()
defer mfl.mutex.Unlock()
mfl.hostileFactions[factionID] = append(mfl.hostileFactions[factionID], hostileFactionID)
}
// AddFriendlyFaction adds a friendly relationship between factions
func (mfl *MasterFactionList) AddFriendlyFaction(factionID, friendlyFactionID int32) {
mfl.mutex.Lock()
defer mfl.mutex.Unlock()
mfl.friendlyFactions[factionID] = append(mfl.friendlyFactions[factionID], friendlyFactionID)
}
// GetFriendlyFactions returns all friendly factions for a given faction
func (mfl *MasterFactionList) GetFriendlyFactions(factionID int32) []int32 {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
if factions, exists := mfl.friendlyFactions[factionID]; exists {
// Return a copy to prevent external modification
result := make([]int32, len(factions))
copy(result, factions)
return result
}
return nil
}
// GetHostileFactions returns all hostile factions for a given faction
func (mfl *MasterFactionList) GetHostileFactions(factionID int32) []int32 {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
if factions, exists := mfl.hostileFactions[factionID]; exists {
// Return a copy to prevent external modification
result := make([]int32, len(factions))
copy(result, factions)
return result
}
return nil
}
// GetFactionNameByID returns the faction name for a given ID
func (mfl *MasterFactionList) GetFactionNameByID(factionID int32) string {
if factionID > 0 {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
if faction, exists := mfl.globalFactionList[factionID]; exists {
return faction.Name
}
}
return ""
}
// HasFaction checks if a faction exists by ID
func (mfl *MasterFactionList) HasFaction(factionID int32) bool {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
_, exists := mfl.globalFactionList[factionID]
return exists
}
// HasFactionByName checks if a faction exists by name
func (mfl *MasterFactionList) HasFactionByName(name string) bool {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
_, exists := mfl.factionNameList[name]
return exists
}
// GetAllFactions returns a copy of all factions
func (mfl *MasterFactionList) GetAllFactions() map[int32]*Faction {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
result := make(map[int32]*Faction)
for id, faction := range mfl.globalFactionList {
result[id] = faction
}
return result
}
// GetFactionIDs returns all faction IDs
func (mfl *MasterFactionList) GetFactionIDs() []int32 {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
ids := make([]int32, 0, len(mfl.globalFactionList))
for id := range mfl.globalFactionList {
ids = append(ids, id)
}
return ids
}
// GetFactionsByType returns all factions of a specific type
func (mfl *MasterFactionList) GetFactionsByType(factionType string) []*Faction {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
var result []*Faction
for _, faction := range mfl.globalFactionList {
if faction.Type == factionType {
result = append(result, faction)
}
}
return result
}
// RemoveFaction removes a faction by ID
func (mfl *MasterFactionList) RemoveFaction(factionID int32) bool {
mfl.mutex.Lock()
defer mfl.mutex.Unlock()
faction, exists := mfl.globalFactionList[factionID]
if !exists {
return false
}
// Remove from both maps
delete(mfl.globalFactionList, factionID)
delete(mfl.factionNameList, faction.Name)
// Remove from relationship maps
delete(mfl.hostileFactions, factionID)
delete(mfl.friendlyFactions, factionID)
// Remove references to this faction in other faction's relationships
for id, hostiles := range mfl.hostileFactions {
newHostiles := make([]int32, 0, len(hostiles))
for _, hostileID := range hostiles {
if hostileID != factionID {
newHostiles = append(newHostiles, hostileID)
}
}
mfl.hostileFactions[id] = newHostiles
}
for id, friendlies := range mfl.friendlyFactions {
newFriendlies := make([]int32, 0, len(friendlies))
for _, friendlyID := range friendlies {
if friendlyID != factionID {
newFriendlies = append(newFriendlies, friendlyID)
}
}
mfl.friendlyFactions[id] = newFriendlies
}
return true
}
// UpdateFaction updates an existing faction
func (mfl *MasterFactionList) UpdateFaction(faction *Faction) error {
if faction == nil {
return fmt.Errorf("faction cannot be nil")
}
if !faction.IsValid() {
return fmt.Errorf("faction is not valid")
}
mfl.mutex.Lock()
defer mfl.mutex.Unlock()
// Check if faction exists
oldFaction, exists := mfl.globalFactionList[faction.ID]
if !exists {
return fmt.Errorf("faction with ID %d does not exist", faction.ID)
}
// If name changed, update name map
if oldFaction.Name != faction.Name {
delete(mfl.factionNameList, oldFaction.Name)
mfl.factionNameList[faction.Name] = faction
}
// Update faction
mfl.globalFactionList[faction.ID] = faction
return nil
}
// ValidateFactions checks all factions for consistency
func (mfl *MasterFactionList) ValidateFactions() []string {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
issues := make([]string, 0, 10)
seenIDs := make(map[int32]*Faction, len(mfl.globalFactionList))
seenNames := make(map[string]*Faction, len(mfl.factionNameList))
// Pass 1: Validate globalFactionList and build seenID map
for id, faction := range mfl.globalFactionList {
if faction == nil {
issues = append(issues, fmt.Sprintf("Faction ID %d is nil", id))
continue
}
if faction.ID <= 0 || faction.Name == "" {
issues = append(issues, fmt.Sprintf("Faction ID %d is invalid or unnamed", id))
}
if faction.ID != id {
issues = append(issues, fmt.Sprintf("Faction ID mismatch: map key %d != faction ID %d", id, faction.ID))
}
seenIDs[id] = faction
}
// Pass 2: Validate factionNameList and build seenName map
for name, faction := range mfl.factionNameList {
if faction == nil {
issues = append(issues, fmt.Sprintf("Faction name '%s' maps to nil", name))
continue
}
if faction.Name != name {
issues = append(issues, fmt.Sprintf("Faction name mismatch: map key '%s' != faction name '%s'", name, faction.Name))
}
if _, ok := seenIDs[faction.ID]; !ok {
issues = append(issues, fmt.Sprintf("Faction '%s' (ID %d) exists in name map but not in ID map", name, faction.ID))
}
seenNames[name] = faction
}
// Pass 3: Validate relationships using prebuilt seenIDs
validateRelations := func(relations map[int32][]int32, relType string) {
for sourceID, targets := range relations {
if _, ok := seenIDs[sourceID]; !ok {
issues = append(issues, fmt.Sprintf("%s relationship defined for non-existent faction %d", relType, sourceID))
}
for _, targetID := range targets {
if _, ok := seenIDs[targetID]; !ok {
issues = append(issues, fmt.Sprintf("Faction %d has %s relationship with non-existent faction %d", sourceID, relType, targetID))
}
}
}
}
validateRelations(mfl.hostileFactions, "Hostile")
validateRelations(mfl.friendlyFactions, "Friendly")
return issues
}
// IsValid returns true if all factions are valid
func (mfl *MasterFactionList) IsValid() bool {
issues := mfl.ValidateFactions()
return len(issues) == 0
}