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bamort/backend/models/model_learning_costs.go
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package models
import (
"bamort/database"
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"fmt"
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"time"
"gorm.io/gorm"
)
// Source repräsentiert ein Regelwerk/Quellenbuch
type Source struct {
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ID uint `gorm:"primaryKey" json:"id"`
Code string `gorm:"uniqueIndex;size:10;not null" json:"code"` // z.B. "KOD", "ARK", "MYS"
Name string `gorm:"unique;not null" json:"name"` // z.B. "Kodex", "Arkanum", "Mysterium"
FullName string `json:"full_name,omitempty"` // z.B. "Midgard Regelwerk - Kodex"
Edition string `json:"edition,omitempty"` // z.B. "5. Edition"
Publisher string `json:"publisher,omitempty"` // z.B. "Pegasus Spiele"
PublishYear int `json:"publish_year,omitempty"` // Erscheinungsjahr
Description string `json:"description,omitempty"` // Beschreibung des Werks
IsCore bool `json:"is_core"` // Ist es ein Grundregelwerk?
IsActive bool `json:"is_active"` // Ist das Werk aktiv/verfügbar?
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GameSystem string `gorm:"index;default:midgard" json:"game_system"`
GameSystemId uint `json:"game_system_id,omitempty"`
}
// CharacterClass repräsentiert eine Charakterklasse mit Code und vollständigem Namen
type CharacterClass struct {
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ID uint `gorm:"primaryKey" json:"id"`
Code string `gorm:"uniqueIndex;size:3" json:"code"` // z.B. "Hx", "Ma", "Kr"
Name string `gorm:"unique;not null" json:"name"` // z.B. "Hexer", "Magier", "Krieger"
Description string `json:"description,omitempty"` // Optional: Beschreibung der Klasse
SourceID uint `gorm:"not null;index" json:"source_id"` // Verweis auf das Quellenbuch
GameSystem string `gorm:"index;default:midgard" json:"game_system"`
GameSystemId uint `json:"game_system_id,omitempty"`
Source Source `gorm:"foreignKey:SourceID;constraint:OnUpdate:CASCADE,OnDelete:RESTRICT" json:"source"`
Quelle string `gorm:"index;size:3;default:KOD" json:"quelle,omitempty"` // Optional: Quelle der Kategorie, falls abweichend
}
// SkillCategory repräsentiert eine Fertigkeitskategorie
type SkillCategory struct {
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ID uint `gorm:"primaryKey" json:"id"`
Name string `gorm:"unique;not null" json:"name"` // z.B. "Alltag", "Kampf", "Waffen"
SourceID uint `gorm:"not null;index" json:"source_id"` // Verweis auf das Quellenbuch
GameSystem string `gorm:"index;default:midgard" json:"game_system"`
GameSystemId uint `json:"game_system_id,omitempty"`
Source Source `gorm:"foreignKey:SourceID;constraint:OnUpdate:CASCADE,OnDelete:RESTRICT" json:"source"`
Quelle string `gorm:"index;size:3;default:KOD" json:"quelle,omitempty"` // Optional: Quelle der Kategorie, falls abweichend
}
// SkillDifficulty repräsentiert Schwierigkeitsgrade
type SkillDifficulty struct {
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ID uint `gorm:"primaryKey" json:"id"`
Name string `gorm:"unique;not null" json:"name"` // z.B. "leicht", "normal", "schwer", "sehr schwer"
Description string `json:"description,omitempty"` // Optional: Beschreibung
GameSystem string `gorm:"index;default:midgard" json:"game_system"`
GameSystemId uint `json:"game_system_id,omitempty"`
}
// SpellSchool repräsentiert Zauberschulen
type SpellSchool struct {
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ID uint `gorm:"primaryKey" json:"id"`
Name string `gorm:"unique;not null" json:"name"` // z.B. "Beherrschen", "Bewegen", "Erkennen"
Description string `json:"description,omitempty"` // Optional: Beschreibung
SourceID uint `gorm:"not null;index" json:"source_id"` // Verweis auf das Quellenbuch
GameSystem string `gorm:"index;default:midgard" json:"game_system"`
GameSystemId uint `json:"game_system_id,omitempty"`
Source Source `gorm:"foreignKey:SourceID;constraint:OnUpdate:CASCADE,OnDelete:RESTRICT" json:"source"`
Quelle string `gorm:"index;size:3;default:KOD" json:"quelle,omitempty"` // Optional: Quelle der Kategorie, falls abweichend
}
// ClassCategoryEPCost definiert EP-Kosten für 1 Trainingseinheit (TE) pro Charakterklasse und Fertigkeitskategorie
type ClassCategoryEPCost struct {
ID uint `gorm:"primaryKey" json:"id"`
CharacterClassID uint `gorm:"not null;index" json:"character_class_id"`
SkillCategoryID uint `gorm:"not null;index" json:"skill_category_id"`
EPPerTE int `gorm:"not null" json:"ep_per_te"` // EP-Kosten für 1 Trainingseinheit
CharacterClass CharacterClass `gorm:"foreignKey:CharacterClassID;constraint:OnUpdate:CASCADE,OnDelete:CASCADE" json:"character_class"`
SkillCategory SkillCategory `gorm:"foreignKey:SkillCategoryID;constraint:OnUpdate:CASCADE,OnDelete:CASCADE" json:"skill_category"`
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CCLass string `gorm:"column:character_class;size:3;not null;index;default:Or" json:"characterClass"` // Abkürzung der Charakterklasse
SCategory string `gorm:"column:skill_category;size:15;not null;index;default:Alltag" json:"skillCategory"` // SkillCategory
}
// ClassSpellSchoolEPCost definiert EP-Kosten für 1 Lerneinheit (LE) für Zauber pro Charakterklasse und Zauberschule
type ClassSpellSchoolEPCost struct {
ID uint `gorm:"primaryKey" json:"id"`
CharacterClassID uint `gorm:"not null;index" json:"character_class_id"`
SpellSchoolID uint `gorm:"not null;index" json:"spell_school_id"`
EPPerLE int `gorm:"not null" json:"ep_per_le"` // EP-Kosten für 1 Lerneinheit
CharacterClass CharacterClass `gorm:"foreignKey:CharacterClassID;constraint:OnUpdate:CASCADE,OnDelete:CASCADE" json:"character_class"`
SpellSchool SpellSchool `gorm:"foreignKey:SpellSchoolID;constraint:OnUpdate:CASCADE,OnDelete:CASCADE" json:"spell_school"`
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CCLass string `gorm:"column:character_class;size:3;not null;index;default:Or" json:"characterClass"` // Abkürzung der Charakterklasse
SCategory string `gorm:"column:spell_school;size:15;not null;index;default:Dweomer" json:"spellSchool"` // Spell School Name
}
// SpellLevelLECost definiert LE-Kosten pro Zauber-Stufe
type SpellLevelLECost struct {
ID uint `gorm:"primaryKey" json:"id"`
Level int `gorm:"uniqueIndex;not null" json:"level"` // Zauber-Stufe (1-12)
LERequired int `gorm:"not null" json:"le_required"` // Benötigte Lerneinheiten
GameSystem string `gorm:"index;default:midgard" json:"game_system"`
GameSystemId uint `json:"game_system_id,omitempty"`
}
// SkillCategoryDifficulty definiert die Schwierigkeit einer Fertigkeit in einer bestimmten Kategorie
// Eine Fertigkeit kann in mehreren Kategorien mit unterschiedlichen Schwierigkeiten existieren
type SkillCategoryDifficulty struct {
ID uint `gorm:"primaryKey" json:"id"`
SkillID uint `gorm:"not null;index" json:"skill_id"`
SkillCategoryID uint `gorm:"not null;index" json:"skill_category_id"`
SkillDifficultyID uint `gorm:"not null;index" json:"skill_difficulty_id"`
LearnCost int `gorm:"not null" json:"learn_cost"` // LE-Kosten für das Erlernen
Skill Skill `gorm:"foreignKey:SkillID;constraint:OnUpdate:CASCADE,OnDelete:CASCADE" json:"skill"`
SkillCategory SkillCategory `gorm:"foreignKey:SkillCategoryID;constraint:OnUpdate:CASCADE,OnDelete:CASCADE" json:"skill_category"`
SkillDifficulty SkillDifficulty `gorm:"foreignKey:SkillDifficultyID;constraint:OnUpdate:CASCADE,OnDelete:CASCADE" json:"skill_difficulty"`
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SDifficulty string `gorm:"column:skill_difficulty;size:15;not null;index;default:normal" json:"skillDifficulty"` // Abkürzung der Charakterklasse
SCategory string `gorm:"column:skill_category;size:25;not null;index;default:Alltag" json:"skillCategory"` // SkillCategory
}
// WeaponSkillCategoryDifficulty definiert die Schwierigkeit einer Waffenfertigkeit in einer bestimmten Kategorie
// Separate Tabelle für Waffenfertigkeiten, da diese in gsm_weaponskills gespeichert sind
type WeaponSkillCategoryDifficulty struct {
ID uint `gorm:"primaryKey" json:"id"`
WeaponSkillID uint `gorm:"not null;index" json:"weapon_skill_id"`
SkillCategoryID uint `gorm:"not null;index" json:"skill_category_id"`
SkillDifficultyID uint `gorm:"not null;index" json:"skill_difficulty_id"`
LearnCost int `gorm:"not null" json:"learn_cost"` // LE-Kosten für das Erlernen
WeaponSkill WeaponSkill `gorm:"foreignKey:WeaponSkillID;constraint:OnUpdate:CASCADE,OnDelete:CASCADE" json:"weapon_skill"`
SkillCategory SkillCategory `gorm:"foreignKey:SkillCategoryID;constraint:OnUpdate:CASCADE,OnDelete:CASCADE" json:"skill_category"`
SkillDifficulty SkillDifficulty `gorm:"foreignKey:SkillDifficultyID;constraint:OnUpdate:CASCADE,OnDelete:CASCADE" json:"skill_difficulty"`
SDifficulty string `gorm:"column:skill_difficulty;size:15;not null;index;default:normal" json:"skillDifficulty"`
SCategory string `gorm:"column:skill_category;size:25;not null;index;default:Waffen" json:"skillCategory"`
}
// SkillImprovementCost definiert TE-Kosten für Verbesserungen basierend auf Kategorie, Schwierigkeit und aktuellem Wert
type SkillImprovementCost struct {
ID uint `gorm:"primaryKey" json:"id"`
SkillCategoryDifficultyID uint `gorm:"not null;index" json:"skill_category_difficulty_id"`
CurrentLevel int `gorm:"not null;index" json:"current_level"` // Aktueller Fertigkeitswert
TERequired int `gorm:"not null" json:"te_required"` // Benötigte Trainingseinheiten
SkillCategoryDifficulty SkillCategoryDifficulty `gorm:"foreignKey:SkillCategoryDifficultyID;constraint:OnUpdate:CASCADE,OnDelete:CASCADE" json:"skill_category_difficulty"`
}
// Für komplexere Queries: View oder Helper-Strukturen
// SkillLearningInfo kombiniert alle Informationen für eine Fertigkeit in einer bestimmten Kategorie
type SkillLearningInfo struct {
SkillID uint `json:"skill_id"`
SkillName string `json:"skill_name"`
CategoryID uint `json:"category_id"`
CategoryName string `json:"category_name"`
DifficultyID uint `json:"difficulty_id"`
DifficultyName string `json:"difficulty_name"`
LearnCost int `json:"learn_cost"` // LE-Kosten für das Erlernen
CharacterClassID uint `json:"character_class_id"`
ClassCode string `json:"class_code"`
ClassName string `json:"class_name"`
EPPerTE int `json:"ep_per_te"`
GameSystem string `json:"game_system"`
GameSystemId uint `json:"game_system_id,omitempty"`
}
// SpellLearningInfo kombiniert alle Informationen für einen Zauber
type SpellLearningInfo struct {
SpellID uint `json:"spell_id"`
SpellName string `json:"spell_name"`
SpellLevel int `json:"spell_level"`
SchoolID uint `json:"school_id"`
SchoolName string `json:"school_name"`
CharacterClassID uint `json:"character_class_id"`
ClassCode string `json:"class_code"`
ClassName string `json:"class_name"`
EPPerLE int `json:"ep_per_le"`
LERequired int `json:"le_required"`
GameSystem string `json:"game_system"`
GameSystemId uint `json:"game_system_id,omitempty"`
}
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// AuditLogEntry repräsentiert einen Eintrag im Audit-Log
type AuditLogEntry struct {
ID uint `gorm:"primaryKey" json:"id"`
CharacterID uint `json:"character_id" gorm:"not null"`
FieldName string `json:"field_name" gorm:"not null"` // "experience_points", "gold", "silver", "copper"
OldValue int `json:"old_value"`
NewValue int `json:"new_value"`
Difference int `json:"difference"` // NewValue - OldValue
Reason string `json:"reason"` // "manual", "skill_learning", "skill_improvement", "spell_learning", etc.
UserID uint `json:"user_id,omitempty"`
Timestamp time.Time `json:"timestamp" gorm:"autoCreateTime"`
Notes string `json:"notes,omitempty"` // Zusätzliche Informationen
}
// TableName-Methoden für GORM
func (Source) TableName() string {
//learning_sources
return "gsm_lit_sources"
}
func (CharacterClass) TableName() string {
//learning_character_classes
return "gsm_character_classes"
}
func (SkillCategory) TableName() string {
return "learning_skill_categories"
}
func (SkillDifficulty) TableName() string {
return "learning_skill_difficulties"
}
func (SpellSchool) TableName() string {
return "learning_spell_schools"
}
func (ClassCategoryEPCost) TableName() string {
return "learning_class_category_ep_costs"
}
func (ClassSpellSchoolEPCost) TableName() string {
return "learning_class_spell_school_ep_costs"
}
func (SpellLevelLECost) TableName() string {
return "learning_spell_level_le_costs"
}
func (SkillCategoryDifficulty) TableName() string {
return "learning_skill_category_difficulties"
}
func (WeaponSkillCategoryDifficulty) TableName() string {
return "learning_weaponskill_category_difficulties"
}
func (SkillImprovementCost) TableName() string {
return "learning_skill_improvement_costs"
}
func (sllc *SpellLevelLECost) ensureGameSystem() {
gs := GetGameSystem(sllc.GameSystemId, sllc.GameSystem)
sllc.GameSystemId = gs.ID
sllc.GameSystem = gs.Name
}
func (sllc *SpellLevelLECost) BeforeCreate(tx *gorm.DB) error {
sllc.ensureGameSystem()
return nil
}
func (sllc *SpellLevelLECost) BeforeSave(tx *gorm.DB) error {
sllc.ensureGameSystem()
return nil
}
func (sllc *SpellLevelLECost) Save() error {
sllc.ensureGameSystem()
return database.DB.Save(sllc).Error
}
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func (s *Source) ensureGameSystem() {
gs := GetGameSystem(s.GameSystemId, s.GameSystem)
s.GameSystemId = gs.ID
s.GameSystem = gs.Name
}
func (s *Source) BeforeCreate(tx *gorm.DB) error {
s.ensureGameSystem()
return nil
}
func (s *Source) BeforeSave(tx *gorm.DB) error {
s.ensureGameSystem()
return nil
}
func (s *Source) Save() error {
s.ensureGameSystem()
return database.DB.Save(s).Error
}
func (cc *CharacterClass) ensureGameSystem() {
gs := GetGameSystem(cc.GameSystemId, cc.GameSystem)
cc.GameSystemId = gs.ID
cc.GameSystem = gs.Name
}
func (cc *CharacterClass) BeforeCreate(tx *gorm.DB) error {
cc.ensureGameSystem()
return nil
}
func (cc *CharacterClass) BeforeSave(tx *gorm.DB) error {
cc.ensureGameSystem()
return nil
}
func (cc *CharacterClass) Save() error {
cc.ensureGameSystem()
return database.DB.Save(cc).Error
}
func (sc *SkillCategory) ensureGameSystem() {
gs := GetGameSystem(sc.GameSystemId, sc.GameSystem)
sc.GameSystemId = gs.ID
sc.GameSystem = gs.Name
}
func (sc *SkillCategory) BeforeCreate(tx *gorm.DB) error {
sc.ensureGameSystem()
return nil
}
func (sc *SkillCategory) BeforeSave(tx *gorm.DB) error {
sc.ensureGameSystem()
return nil
}
func (sc *SkillCategory) Save() error {
sc.ensureGameSystem()
return database.DB.Save(sc).Error
}
func (sd *SkillDifficulty) ensureGameSystem() {
gs := GetGameSystem(sd.GameSystemId, sd.GameSystem)
sd.GameSystemId = gs.ID
sd.GameSystem = gs.Name
}
func (sd *SkillDifficulty) BeforeCreate(tx *gorm.DB) error {
sd.ensureGameSystem()
return nil
}
func (sd *SkillDifficulty) BeforeSave(tx *gorm.DB) error {
sd.ensureGameSystem()
return nil
}
func (sd *SkillDifficulty) Save() error {
sd.ensureGameSystem()
return database.DB.Save(sd).Error
}
func (ss *SpellSchool) ensureGameSystem() {
gs := GetGameSystem(ss.GameSystemId, ss.GameSystem)
ss.GameSystemId = gs.ID
ss.GameSystem = gs.Name
}
func (ss *SpellSchool) BeforeCreate(tx *gorm.DB) error {
ss.ensureGameSystem()
return nil
}
func (ss *SpellSchool) BeforeSave(tx *gorm.DB) error {
ss.ensureGameSystem()
return nil
}
func (ss *SpellSchool) Save() error {
ss.ensureGameSystem()
return database.DB.Save(ss).Error
}
// CRUD-Methoden
func (object *Source) CreatewGS(gamesystemId uint) error {
gs := GetGameSystem(gamesystemId, "")
if gs == nil {
return fmt.Errorf("invalid game system")
}
object.GameSystemId = gs.ID
return database.DB.Create(object).Error
}
func (object *Source) Create() error {
object.ensureGameSystem()
return object.CreatewGS(object.GameSystemId)
}
func (object *Source) FirstByCodewGS(code string, gameSystemId uint) error {
if code == "" {
return fmt.Errorf("name cannot be empty")
}
gs := GetGameSystem(gameSystemId, "")
if gs == nil {
return fmt.Errorf("invalid game system")
}
return database.DB.Where("(game_system = ? OR game_system_id = ?) AND code = ?", gs.Name, gs.ID, code).First(object).Error
}
func (object *Source) FirstByCode(code string) error {
gs := GetGameSystem(object.GameSystemId, object.GameSystem)
return object.FirstByCodewGS(code, gs.ID)
}
func (object *Source) FirstByNamewGS(name string, gameSystemId uint) error {
if name == "" {
return fmt.Errorf("name cannot be empty")
}
gs := GetGameSystem(gameSystemId, "")
return database.DB.Where("(game_system = ? OR game_system_id = ?) AND name = ?", gs.Name, gs.ID, name).First(object).Error
}
func (object *Source) FirstByName(name string) error {
gs := GetGameSystem(object.GameSystemId, object.GameSystem)
return object.FirstByNamewGS(name, gs.ID)
}
func (cc *CharacterClass) Create() error {
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cc.ensureGameSystem()
return database.DB.Create(cc).Error
}
func (cc *CharacterClass) FirstByCode(code string) error {
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gs := GetGameSystem(cc.GameSystemId, cc.GameSystem)
return database.DB.Where("(game_system = ? OR game_system_id = ?) AND code = ?", gs.Name, gs.ID, code).First(cc).Error
}
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func (cc *CharacterClass) FirstByName(code string) error {
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gs := GetGameSystem(cc.GameSystemId, cc.GameSystem)
return database.DB.Where("(game_system = ? OR game_system_id = ?) AND name = ?", gs.Name, gs.ID, code).First(cc).Error
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}
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func (cc *CharacterClass) FirstByNameOrCode(value string) error {
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gs := GetGameSystem(cc.GameSystemId, cc.GameSystem)
return database.DB.Where("(game_system = ? OR game_system_id = ?) AND (name = ? OR code = ?)", gs.Name, gs.ID, value, value).First(cc).Error
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}
func (sc *SkillCategory) Create() error {
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sc.ensureGameSystem()
return database.DB.Create(sc).Error
}
func (sc *SkillCategory) FirstByName(name string) error {
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gs := GetGameSystem(sc.GameSystemId, sc.GameSystem)
return database.DB.Where("(game_system = ? OR game_system_id = ?) AND name = ?", gs.Name, gs.ID, name).First(sc).Error
}
func (sd *SkillDifficulty) Create() error {
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sd.ensureGameSystem()
return database.DB.Create(sd).Error
}
func (sd *SkillDifficulty) FirstByName(name string) error {
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gs := GetGameSystem(sd.GameSystemId, sd.GameSystem)
return database.DB.Where("(game_system = ? OR game_system_id = ?) AND name = ?", gs.Name, gs.ID, name).First(sd).Error
}
func (ss *SpellSchool) Create() error {
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ss.ensureGameSystem()
return database.DB.Create(ss).Error
}
func (ss *SpellSchool) FirstByName(name string) error {
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gs := GetGameSystem(ss.GameSystemId, ss.GameSystem)
return database.DB.Where("(game_system = ? OR game_system_id = ?) AND name = ?", gs.Name, gs.ID, name).First(ss).Error
}
func (ccec *ClassCategoryEPCost) Create() error {
return database.DB.Create(ccec).Error
}
func (cssec *ClassSpellSchoolEPCost) Create() error {
return database.DB.Create(cssec).Error
}
func (sllc *SpellLevelLECost) Create() error {
sllc.ensureGameSystem()
return database.DB.Create(sllc).Error
}
func (scd *SkillCategoryDifficulty) Create() error {
return database.DB.Create(scd).Error
}
func (wscd *WeaponSkillCategoryDifficulty) Create() error {
return database.DB.Create(wscd).Error
}
func (sic *SkillImprovementCost) Create() error {
return database.DB.Create(sic).Error
}
// Komplexere Query-Methoden
// GetEPPerTEForClassAndCategory holt die EP-Kosten für eine Klasse und Kategorie
func GetEPPerTEForClassAndCategory(classCode string, categoryName string) (int, error) {
var result ClassCategoryEPCost
err := database.DB.
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Where("character_class = ? AND skill_category = ?", classCode, categoryName).
First(&result).Error
if err != nil {
return 0, err
}
return result.EPPerTE, nil
}
// GetEPPerLEForClassAndSpellSchool holt die EP-Kosten für eine Klasse und Zauberschule
func GetEPPerLEForClassAndSpellSchool(classCode string, schoolName string) (int, error) {
var result ClassSpellSchoolEPCost
err := database.DB.
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Where("character_class = ? AND spell_school = ?", classCode, schoolName).
First(&result).Error
if err != nil {
return 0, err
}
return result.EPPerLE, nil
}
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// GetSkillCategoryAndDifficultyNewSystem findet die beste Kategorie für eine Fertigkeit basierend auf niedrigsten EP-Kosten
func GetSkillCategoryAndDifficultyNewSystem(skillName string, classCode string) (*SkillLearningInfo, error) {
var results []SkillLearningInfo
gs := GetGameSystem(0, "midgard")
err := database.DB.Raw(`
SELECT
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scd.skill_id,
s.name as skill_name,
s.game_system as game_system,
s.game_system_id as game_system_id,
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scd.skill_category as category_name,
scd.skill_difficulty as difficulty_name,
scd.learn_cost,
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ccec.character_class as class_code,
ccec.character_class as class_name,
ccec.ep_per_te,
(scd.learn_cost * ccec.ep_per_te) as total_cost
FROM learning_skill_category_difficulties scd
JOIN learning_class_category_ep_costs ccec ON scd.skill_category = ccec.skill_category
JOIN gsm_skills s ON scd.skill_id = s.id
WHERE s.name = ? AND ccec.character_class = ? AND (s.game_system = ? OR s.game_system_id = ?)
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ORDER BY total_cost ASC
`, skillName, classCode, gs.Name, gs.ID).Scan(&results).Error
if err != nil {
return nil, err
}
for i := range results {
gs := GetGameSystem(results[i].GameSystemId, results[i].GameSystem)
results[i].GameSystemId = gs.ID
results[i].GameSystem = gs.Name
}
if len(results) == 0 {
return nil, gorm.ErrRecordNotFound
}
return &results[0], nil
}
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// GetSkillInfoCategoryAndDifficultyNewSystem holt die Informationen für eine spezifische Kategorie/Schwierigkeit
func GetSkillInfoCategoryAndDifficultyNewSystem(skillName, category, difficulty, classCode string) (*SkillLearningInfo, error) {
var result SkillLearningInfo
gs := GetGameSystem(0, "midgard")
err := database.DB.Raw(`
SELECT
scd.skill_id,
s.name as skill_name,
s.game_system as game_system,
s.game_system_id as game_system_id,
scd.skill_category as category_name,
scd.skill_difficulty as difficulty_name,
scd.learn_cost,
ccec.character_class as class_code,
ccec.character_class as class_name,
ccec.ep_per_te,
(scd.learn_cost * ccec.ep_per_te) as total_cost
FROM learning_skill_category_difficulties scd
JOIN learning_class_category_ep_costs ccec ON scd.skill_category = ccec.skill_category
JOIN gsm_skills s ON scd.skill_id = s.id
WHERE s.name = ? AND scd.skill_category = ? AND scd.skill_difficulty = ? AND ccec.character_class = ? AND (s.game_system = ? OR s.game_system_id = ?)
`, skillName, category, difficulty, classCode, gs.Name, gs.ID).Scan(&result).Error
if err != nil {
return nil, err
}
gs = GetGameSystem(result.GameSystemId, result.GameSystem)
result.GameSystemId = gs.ID
result.GameSystem = gs.Name
return &result, nil
}
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// GetSpellLearningInfoNewSystem holt alle Informationen für das Erlernen eines Zaubers
func GetSpellLearningInfoNewSystem(spellName string, classCode string) (*SpellLearningInfo, error) {
var result SpellLearningInfo
err := database.DB.Raw(`
SELECT
s.id as spell_id,
s.name as spell_name,
s.game_system as game_system,
s.game_system_id as game_system_id,
s.stufe as spell_level,
COALESCE(NULLIF(s.category, ''), s.learning_category) as school_name,
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cssec.character_class as class_code,
cssec.character_class as class_name,
cssec.ep_per_le,
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COALESCE(sllc.le_required, 0) as le_required
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FROM gsm_spells s
JOIN learning_class_spell_school_ep_costs cssec ON COALESCE(NULLIF(s.category, ''), s.learning_category) = cssec.spell_school
LEFT JOIN learning_spell_level_le_costs sllc ON s.stufe = sllc.level AND (sllc.game_system = s.game_system OR sllc.game_system_id = s.game_system_id OR sllc.game_system_id IS NULL)
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WHERE s.name = ? AND cssec.character_class = ?
`, spellName, classCode).Scan(&result).Error
if err != nil {
return nil, err
}
// Validate that we found a spell (spell_id should be > 0)
if result.SpellID == 0 {
return nil, gorm.ErrRecordNotFound
}
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// Validate spell level - level 0 is not a valid spell level
if result.SpellLevel <= 0 {
return nil, fmt.Errorf("invalid spell level %d for spell '%s' - spell levels must be 1 or higher", result.SpellLevel, spellName)
}
gs := GetGameSystem(result.GameSystemId, result.GameSystem)
result.GameSystemId = gs.ID
result.GameSystem = gs.Name
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return &result, nil
}
// GetImprovementCost holt die Verbesserungskosten für eine Fertigkeit
func GetImprovementCost(skillName string, categoryName string, difficultyName string, currentLevel int) (int, error) {
var result SkillImprovementCost
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err := database.DB.Raw(`
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SELECT sic.te_required
FROM learning_skill_improvement_costs sic
JOIN learning_skill_category_difficulties scd ON sic.skill_category_difficulty_id = scd.id
JOIN gsm_skills s ON scd.skill_id = s.id
WHERE s.name = ? AND scd.skill_category = ? AND scd.skill_difficulty = ? AND sic.current_level = ?
`, skillName, categoryName, difficultyName, currentLevel).Scan(&result).Error
if err != nil {
return 0, err
}
return result.TERequired, nil
}
// GetSkillLearnCost holt die Lernkosten (LE) für eine Fertigkeit basierend auf Kategorie und Schwierigkeit
func GetSkillLearnCost(categoryName string, difficultyName string) (int, error) {
var result SkillCategoryDifficulty
err := database.DB.
Where("skill_category = ? AND skill_difficulty = ?", categoryName, difficultyName).
First(&result).Error
if err != nil {
return 0, err
}
return result.LearnCost, nil
}
// Quellenmanagement-Funktionen
// GetActiveSourceCodes gibt alle aktiven Quellencodes zurück
func GetActiveSourceCodes() ([]string, error) {
var codes []string
err := database.DB.Model(&Source{}).Where("is_active = ?", true).Pluck("code", &codes).Error
return codes, err
}
// GetSourcesByGameSystem gibt alle Quellen für ein bestimmtes Spielsystem zurück
func GetSourcesByGameSystem(gameSystem string) ([]Source, error) {
var sources []Source
err := database.DB.Where("game_system = ?", gameSystem).Order("is_core DESC, code ASC").Find(&sources).Error
return sources, err
}
// GetSkillsByActiveSources gibt alle Fertigkeiten zurück, die in aktiven Quellen definiert sind
func GetSkillsByActiveSources(gameSystem string) ([]Skill, error) {
var skills []Skill
err := database.DB.
Joins("LEFT JOIN gsm_lit_sources ON gsm_skills.source_id = gsm_lit_sources.id").
Where("gsm_skills.game_system = ? AND (gsm_lit_sourcesis_active = ? OR gsm_skills.source_id IS NULL)", gameSystem, true).
Find(&skills).Error
return skills, err
}
// GetSpellsByActiveSources gibt alle Zauber zurück, die in aktiven Quellen definiert sind
func GetSpellsByActiveSources(gameSystem string) ([]Spell, error) {
var spells []Spell
err := database.DB.
Joins("LEFT JOIN gsm_lit_sources ON gsm_spells.source_id = gsm_lit_sources.id").
Where("gsm_spells.game_system = ? AND (gsm_lit_sources.is_active = ? OR gsm_spells.source_id IS NULL)", gameSystem, true).
Find(&spells).Error
return spells, err
}
// GetCharacterClassesByActiveSources gibt alle Charakterklassen zurück, die in aktiven Quellen definiert sind
func GetCharacterClassesByActiveSources(gameSystem string) ([]CharacterClass, error) {
var classes []CharacterClass
err := database.DB.
Joins("LEFT JOIN gsm_lit_sources ON gsm_character_classes.source_id = gsm_lit_sources.id").
Where("gsm_character_classes.game_system = ? AND (gsm_lit_sources.is_active = ? OR gsm_character_classes.source_id IS NULL)", gameSystem, true).
Find(&classes).Error
return classes, err
}
// SetSourceActive aktiviert oder deaktiviert eine Quelle
func SetSourceActive(sourceCode string, active bool) error {
return database.DB.Model(&Source{}).Where("code = ?", sourceCode).Update("is_active", active).Error
}
// GetDefaultSourceForContentType gibt die Standardquelle für einen Inhaltstyp zurück
func GetDefaultSourceForContentType(contentType string) (string, error) {
switch contentType {
case "skill", "character_class", "skill_category":
return "KOD", nil
case "spell", "spell_school":
return "ARK", nil
case "unknown":
return "UNB", nil
default:
return "KOD", nil // Fallback auf Kodex
}
}
// GetContentTypeDefaultSources gibt eine Übersicht aller Standardquellen-Zuordnungen zurück
func GetContentTypeDefaultSources() map[string]string {
return map[string]string{
"character_class": "KOD", // Charakterklassen -> Kodex
"skill": "KOD", // Fertigkeiten -> Kodex
"skill_category": "KOD", // Fertigkeitskategorien -> Kodex
"spell": "ARK", // Zauber -> Arkanum
"spell_school": "ARK", // Zauberschulen -> Arkanum (erweiterte), KOD (Basis)
"unknown": "UNB", // Unbekannte Inhalte -> Unbekannt
}
}