2024-12-28 16:30:48 +01:00
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package character
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2024-12-21 07:34:38 +01:00
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import (
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2024-12-28 16:30:48 +01:00
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"bamort/database"
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2025-07-24 07:39:43 +02:00
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"bamort/gsmaster"
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2025-01-03 14:03:27 +01:00
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"bamort/models"
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2025-08-08 06:35:11 +02:00
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"strconv"
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2025-08-02 07:15:27 +02:00
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"strings"
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2025-08-08 06:39:46 +02:00
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"time"
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2024-12-28 16:30:48 +01:00
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2024-12-21 17:59:49 +01:00
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"fmt"
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2024-12-21 07:34:38 +01:00
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"net/http"
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"github.com/gin-gonic/gin"
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)
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2025-07-24 07:39:43 +02:00
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// Character Handlers
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2024-12-21 07:34:38 +01:00
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2025-07-24 07:39:43 +02:00
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type LearnRequestStruct struct {
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SkillType string `json:"skillType"`
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Name string `json:"name"`
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Stufe int `json:"stufe"`
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}
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func respondWithError(c *gin.Context, status int, message string) {
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c.JSON(status, gin.H{"error": message})
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}
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2025-01-03 00:03:31 +01:00
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func ListCharacters(c *gin.Context) {
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2025-07-28 21:35:29 +02:00
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var characters []models.Char
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var listOfChars []models.CharList
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if err := database.DB.Find(&characters).Error; err != nil {
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respondWithError(c, http.StatusInternalServerError, "Failed to retrieve characters")
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2024-12-21 07:34:38 +01:00
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return
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}
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for i := range characters {
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listOfChars = append(listOfChars, models.CharList{
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BamortBase: models.BamortBase{
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ID: characters[i].ID,
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Name: characters[i].Name,
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},
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Rasse: characters[i].Rasse,
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Typ: characters[i].Typ,
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Grad: characters[i].Grad,
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Owner: "test",
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})
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}
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c.JSON(http.StatusOK, listOfChars)
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2024-12-21 07:34:38 +01:00
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}
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func CreateCharacter(c *gin.Context) {
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var character models.Char
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if err := c.ShouldBindJSON(&character); err != nil {
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respondWithError(c, http.StatusBadRequest, err.Error())
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2024-12-21 07:34:38 +01:00
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return
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}
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2024-12-28 16:30:48 +01:00
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if err := database.DB.Create(&character).Error; err != nil {
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respondWithError(c, http.StatusInternalServerError, "Failed to create character")
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2024-12-21 07:34:38 +01:00
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return
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}
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c.JSON(http.StatusCreated, character)
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}
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func GetCharacter(c *gin.Context) {
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id := c.Param("id")
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var character models.Char
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err := character.FirstID(id)
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if err != nil {
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respondWithError(c, http.StatusInternalServerError, "Failed to retrieve character")
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2025-01-03 00:03:31 +01:00
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return
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}
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2025-01-18 20:59:35 +01:00
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feChar := ToFeChar(&character)
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c.JSON(http.StatusOK, feChar)
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}
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func UpdateCharacter(c *gin.Context) {
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id := c.Param("id")
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var character models.Char
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2025-07-24 07:39:43 +02:00
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// First, find the existing character
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err := character.FirstID(id)
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if err != nil {
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respondWithError(c, http.StatusNotFound, "Character not found")
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return
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}
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// Bind the updated data
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if err := c.ShouldBindJSON(&character); err != nil {
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respondWithError(c, http.StatusBadRequest, err.Error())
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return
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}
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// Save the updated character
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if err := database.DB.Save(&character).Error; err != nil {
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respondWithError(c, http.StatusInternalServerError, "Failed to update character")
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return
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}
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c.JSON(http.StatusOK, character)
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}
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func DeleteCharacter(c *gin.Context) {
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id := c.Param("id")
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var character models.Char
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err := character.FirstID(id)
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if err != nil {
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respondWithError(c, http.StatusNotFound, "Character not found")
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return
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}
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err = character.Delete()
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if err != nil {
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respondWithError(c, http.StatusInternalServerError, "Failed to delete character")
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return
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}
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c.JSON(http.StatusOK, gin.H{"message": "Character deleted successfully"})
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}
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2024-12-21 07:42:20 +01:00
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2025-01-02 21:48:13 +01:00
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// Add Fertigkeit by putting it directly to the DB
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func AddFertigkeit(charID uint, fertigkeit *models.SkFertigkeit) error {
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// Set the foreign key for the new Eigenschaft
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fertigkeit.CharacterID = charID
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// Save the new Eigenschaft to the database
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if err := database.DB.Create(&fertigkeit).Error; err != nil {
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return fmt.Errorf("failed to add Eigenschaft: %w", err)
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}
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return nil
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}
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// Append the new Fertigkeit to the slice of the characters property
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//character.Fertigkeiten = append(character.Fertigkeiten, fertigkeit)
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func ToFeChar(object *models.Char) *models.FeChar {
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feC := &models.FeChar{
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Char: *object,
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}
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skills, innateSkills, categories := splitSkills(object.Fertigkeiten)
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feC.Fertigkeiten = skills
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feC.InnateSkills = innateSkills
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feC.CategorizedSkills = categories
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return feC
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}
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2025-07-28 22:08:19 +02:00
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func splitSkills(object []models.SkFertigkeit) ([]models.SkFertigkeit, []models.SkFertigkeit, map[string][]models.SkFertigkeit) {
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var normSkills []models.SkFertigkeit
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var innateSkills []models.SkFertigkeit
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//var categories map[string][]models.Fertigkeit
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categories := make(map[string][]models.SkFertigkeit)
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for _, skill := range object {
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gsmsk := skill.GetSkillByName()
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if gsmsk.Improvable {
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category := "Unkategorisiert"
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if gsmsk.ID != 0 && gsmsk.Category != "" {
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category = gsmsk.Category
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}
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normSkills = append(normSkills, skill)
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if _, exists := categories[category]; !exists {
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categories[category] = make([]models.SkFertigkeit, 0)
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}
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categories[category] = append(categories[category], skill)
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} else {
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innateSkills = append(innateSkills, skill)
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}
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}
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return normSkills, innateSkills, categories
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}
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2025-08-01 13:53:10 +02:00
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// GetLearnSkillCostOld is deprecated. Use GetLearnSkillCost instead.
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// This function uses the old hardcoded learning cost system.
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func GetLearnSkillCostOld(c *gin.Context) {
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// Get the character ID from the request
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charID := c.Param("id")
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// Load the character from the database
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var character models.Char
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if err := character.FirstID(charID); err != nil {
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respondWithError(c, http.StatusInternalServerError, "Failed to retrieve character")
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return
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}
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// Load the skill from the request
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var s models.SkFertigkeit
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if err := c.ShouldBindJSON(&s); err != nil {
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respondWithError(c, http.StatusBadRequest, err.Error())
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return
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}
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2025-07-27 23:13:04 +02:00
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var skill models.Skill
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if err := skill.First(s.Name); err != nil {
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respondWithError(c, http.StatusBadRequest, "can not find speel in gsmaster: "+err.Error())
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return
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}
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2025-08-01 06:27:38 +02:00
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cost, err := gsmaster.CalculateSkillLearnCostOld(skill.Name, character.Typ)
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if err != nil {
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respondWithError(c, http.StatusBadRequest, "error getting costs to learn skill: "+err.Error())
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return
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}
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// Return the updated character
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c.JSON(http.StatusOK, cost)
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}
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2025-08-01 13:53:10 +02:00
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// GetLearnSpellCostOld is deprecated. Use GetLearnSpellCost instead.
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// This function uses the old hardcoded learning cost system.
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func GetLearnSpellCostOld(c *gin.Context) {
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// Get the character ID from the request
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charID := c.Param("id")
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// Load the character from the database
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var character models.Char
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if err := character.FirstID(charID); err != nil {
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respondWithError(c, http.StatusInternalServerError, "Failed to retrieve character")
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return
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}
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// Load the spell from the request
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var s models.SkZauber
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if err := c.ShouldBindJSON(&s); err != nil {
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respondWithError(c, http.StatusBadRequest, err.Error())
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return
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}
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2025-07-27 23:50:19 +02:00
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var spell models.Spell
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if err := spell.First(s.Name); err != nil {
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respondWithError(c, http.StatusBadRequest, "can not find speel in gsmaster: "+err.Error())
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return
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}
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sd := gsmaster.SpellDefinition{
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Name: spell.Name,
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Stufe: spell.Stufe,
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School: spell.Category,
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}
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2025-08-01 06:27:38 +02:00
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cost, err := gsmaster.CalculateSpellLearnCostOld(spell.Name, character.Typ)
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if err != nil {
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respondWithError(c, http.StatusBadRequest, "error getting costs to learn spell: "+err.Error())
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return
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}
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sd.CostEP = cost
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// Return the updated character
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c.JSON(http.StatusOK, sd)
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}
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// ExperienceAndWealthResponse repräsentiert die Antwort für EP und Vermögen
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type ExperienceAndWealthResponse struct {
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ExperiencePoints int `json:"experience_points"`
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Wealth struct {
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Goldstücke int `json:"gold_coins"` // GS
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Silberstücke int `json:"silver_coins"` // SS
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Kupferstücke int `json:"copper_coins"` // KS
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TotalInGS int `json:"total_in_ss"` // Gesamt in Silberstücken
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} `json:"wealth"`
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}
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// GetCharacterExperienceAndWealth gibt nur die EP und Vermögensdaten eines Charakters zurück
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func GetCharacterExperienceAndWealth(c *gin.Context) {
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id := c.Param("id")
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2025-07-28 21:35:29 +02:00
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var character models.Char
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// Lade nur die benötigten Felder
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err := database.DB.
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Preload("Erfahrungsschatz").
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Preload("Vermoegen").
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First(&character, id).Error
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if err != nil {
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respondWithError(c, http.StatusNotFound, "Character not found")
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return
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}
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// Berechne Gesamtvermögen in Silbergroschen
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// Annahme: 1 GS = 10 SS, 1 SS = 10 KS (typische Midgard Währung)
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gs := character.Vermoegen.Goldstücke
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ss := character.Vermoegen.Silberstücke
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ks := character.Vermoegen.Kupferstücke
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totalInSS := (gs * 10) + ss + (ks / 10)
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response := ExperienceAndWealthResponse{
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2025-07-25 20:43:28 +02:00
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ExperiencePoints: character.Erfahrungsschatz.EP,
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}
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|
|
|
response.Wealth.Goldstücke = gs
|
|
|
|
|
response.Wealth.Silberstücke = ss
|
|
|
|
|
response.Wealth.Kupferstücke = ks
|
|
|
|
|
response.Wealth.TotalInGS = totalInSS
|
|
|
|
|
|
|
|
|
|
c.JSON(http.StatusOK, response)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// UpdateExperienceRequest repräsentiert die Anfrage für EP-Update
|
|
|
|
|
type UpdateExperienceRequest struct {
|
|
|
|
|
ExperiencePoints int `json:"experience_points" binding:"required,min=0"`
|
|
|
|
|
Reason string `json:"reason,omitempty"` // Grund der Änderung
|
|
|
|
|
Notes string `json:"notes,omitempty"` // Zusätzliche Notizen
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// UpdateCharacterExperience aktualisiert die Erfahrungspunkte eines Charakters
|
2025-08-01 06:27:38 +02:00
|
|
|
// TODO Wenn EP verändert werden ändert sich auch ES
|
2025-07-24 07:39:43 +02:00
|
|
|
func UpdateCharacterExperience(c *gin.Context) {
|
|
|
|
|
id := c.Param("id")
|
2025-07-28 21:35:29 +02:00
|
|
|
var character models.Char
|
2025-07-24 07:39:43 +02:00
|
|
|
|
|
|
|
|
// Lade den Charakter
|
|
|
|
|
err := database.DB.
|
|
|
|
|
Preload("Erfahrungsschatz").
|
|
|
|
|
First(&character, id).Error
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusNotFound, "Character not found")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Parse Request
|
|
|
|
|
var req UpdateExperienceRequest
|
|
|
|
|
if err := c.ShouldBindJSON(&req); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Standard-Grund setzen, falls nicht angegeben
|
|
|
|
|
if req.Reason == "" {
|
|
|
|
|
req.Reason = string(ReasonManual)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Alten Wert für Audit-Log speichern
|
|
|
|
|
oldValue := 0
|
|
|
|
|
if character.Erfahrungsschatz.ID != 0 {
|
2025-07-25 20:43:28 +02:00
|
|
|
oldValue = character.Erfahrungsschatz.EP
|
2025-07-24 07:39:43 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Aktualisiere oder erstelle Erfahrungsschatz
|
|
|
|
|
if character.Erfahrungsschatz.ID == 0 {
|
|
|
|
|
// Erstelle neuen Erfahrungsschatz
|
2025-07-28 21:35:29 +02:00
|
|
|
character.Erfahrungsschatz = models.Erfahrungsschatz{
|
2025-07-24 07:39:43 +02:00
|
|
|
BamortCharTrait: models.BamortCharTrait{
|
|
|
|
|
CharacterID: character.ID,
|
|
|
|
|
},
|
2025-07-25 20:43:28 +02:00
|
|
|
EP: req.ExperiencePoints,
|
2025-07-24 07:39:43 +02:00
|
|
|
}
|
|
|
|
|
if err := database.DB.Create(&character.Erfahrungsschatz).Error; err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Failed to create experience record")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
// Aktualisiere existierenden Erfahrungsschatz
|
2025-07-25 20:43:28 +02:00
|
|
|
character.Erfahrungsschatz.EP = req.ExperiencePoints
|
2025-07-24 07:39:43 +02:00
|
|
|
if err := database.DB.Save(&character.Erfahrungsschatz).Error; err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Failed to update experience")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Audit-Log-Eintrag erstellen (nur wenn sich der Wert geändert hat)
|
|
|
|
|
if oldValue != req.ExperiencePoints {
|
|
|
|
|
// TODO: User-ID aus dem Authentifizierungs-Context holen
|
|
|
|
|
userID := uint(0) // Placeholder
|
|
|
|
|
|
|
|
|
|
err = CreateAuditLogEntry(
|
|
|
|
|
character.ID,
|
|
|
|
|
"experience_points",
|
|
|
|
|
oldValue,
|
|
|
|
|
req.ExperiencePoints,
|
|
|
|
|
AuditLogReason(req.Reason),
|
|
|
|
|
userID,
|
|
|
|
|
req.Notes,
|
|
|
|
|
)
|
|
|
|
|
if err != nil {
|
|
|
|
|
// Log-Fehler sollten die Hauptoperation nicht blockieren
|
|
|
|
|
// TODO: Proper logging implementieren
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
c.JSON(http.StatusOK, gin.H{
|
|
|
|
|
"message": "Experience updated successfully",
|
|
|
|
|
"experience_points": req.ExperiencePoints,
|
|
|
|
|
"audit_logged": oldValue != req.ExperiencePoints,
|
|
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// UpdateWealthRequest repräsentiert die Anfrage für Vermögens-Update
|
|
|
|
|
type UpdateWealthRequest struct {
|
|
|
|
|
Goldstücke *int `json:"goldstücke,omitempty"`
|
|
|
|
|
Silberstücke *int `json:"silberstücke,omitempty"`
|
|
|
|
|
Kupferstücke *int `json:"kupferstücke,omitempty"`
|
|
|
|
|
Reason string `json:"reason,omitempty"` // Grund der Änderung
|
|
|
|
|
Notes string `json:"notes,omitempty"` // Zusätzliche Notizen
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// UpdateCharacterWealth aktualisiert das Vermögen eines Charakters
|
|
|
|
|
func UpdateCharacterWealth(c *gin.Context) {
|
|
|
|
|
id := c.Param("id")
|
2025-07-28 21:35:29 +02:00
|
|
|
var character models.Char
|
2025-07-24 07:39:43 +02:00
|
|
|
|
|
|
|
|
// Lade den Charakter
|
|
|
|
|
err := database.DB.
|
|
|
|
|
Preload("Vermoegen").
|
|
|
|
|
First(&character, id).Error
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusNotFound, "Character not found")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Parse Request
|
|
|
|
|
var req UpdateWealthRequest
|
|
|
|
|
if err := c.ShouldBindJSON(&req); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Standard-Grund setzen, falls nicht angegeben
|
|
|
|
|
if req.Reason == "" {
|
|
|
|
|
req.Reason = string(ReasonManual)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Alte Werte für Audit-Log speichern
|
|
|
|
|
oldGold := 0
|
|
|
|
|
oldSilver := 0
|
|
|
|
|
oldCopper := 0
|
|
|
|
|
if character.Vermoegen.ID != 0 {
|
|
|
|
|
oldGold = character.Vermoegen.Goldstücke
|
|
|
|
|
oldSilver = character.Vermoegen.Silberstücke
|
|
|
|
|
oldCopper = character.Vermoegen.Kupferstücke
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Aktualisiere oder erstelle Vermögen
|
|
|
|
|
if character.Vermoegen.ID == 0 {
|
|
|
|
|
// Erstelle neues Vermögen
|
2025-07-28 21:35:29 +02:00
|
|
|
character.Vermoegen = models.Vermoegen{
|
2025-07-24 07:39:43 +02:00
|
|
|
BamortCharTrait: models.BamortCharTrait{
|
|
|
|
|
CharacterID: character.ID,
|
|
|
|
|
},
|
|
|
|
|
Goldstücke: getValueOrDefault(req.Goldstücke, 0),
|
|
|
|
|
Silberstücke: getValueOrDefault(req.Silberstücke, 0),
|
|
|
|
|
Kupferstücke: getValueOrDefault(req.Kupferstücke, 0),
|
|
|
|
|
}
|
|
|
|
|
if err := database.DB.Create(&character.Vermoegen).Error; err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Failed to create wealth record")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
// Aktualisiere existierendes Vermögen
|
|
|
|
|
if req.Goldstücke != nil {
|
|
|
|
|
character.Vermoegen.Goldstücke = *req.Goldstücke
|
|
|
|
|
}
|
|
|
|
|
if req.Silberstücke != nil {
|
|
|
|
|
character.Vermoegen.Silberstücke = *req.Silberstücke
|
|
|
|
|
}
|
|
|
|
|
if req.Kupferstücke != nil {
|
|
|
|
|
character.Vermoegen.Kupferstücke = *req.Kupferstücke
|
|
|
|
|
}
|
|
|
|
|
if err := database.DB.Save(&character.Vermoegen).Error; err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Failed to update wealth")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Audit-Log-Einträge erstellen (nur für geänderte Werte)
|
|
|
|
|
// TODO: User-ID aus dem Authentifizierungs-Context holen
|
|
|
|
|
userID := uint(0) // Placeholder
|
|
|
|
|
|
|
|
|
|
if req.Goldstücke != nil && oldGold != character.Vermoegen.Goldstücke {
|
|
|
|
|
CreateAuditLogEntry(
|
|
|
|
|
character.ID,
|
|
|
|
|
"gold",
|
|
|
|
|
oldGold,
|
|
|
|
|
character.Vermoegen.Goldstücke,
|
|
|
|
|
AuditLogReason(req.Reason),
|
|
|
|
|
userID,
|
|
|
|
|
req.Notes,
|
|
|
|
|
)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if req.Silberstücke != nil && oldSilver != character.Vermoegen.Silberstücke {
|
|
|
|
|
CreateAuditLogEntry(
|
|
|
|
|
character.ID,
|
|
|
|
|
"silver",
|
|
|
|
|
oldSilver,
|
|
|
|
|
character.Vermoegen.Silberstücke,
|
|
|
|
|
AuditLogReason(req.Reason),
|
|
|
|
|
userID,
|
|
|
|
|
req.Notes,
|
|
|
|
|
)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if req.Kupferstücke != nil && oldCopper != character.Vermoegen.Kupferstücke {
|
|
|
|
|
CreateAuditLogEntry(
|
|
|
|
|
character.ID,
|
|
|
|
|
"copper",
|
|
|
|
|
oldCopper,
|
|
|
|
|
character.Vermoegen.Kupferstücke,
|
|
|
|
|
AuditLogReason(req.Reason),
|
|
|
|
|
userID,
|
|
|
|
|
req.Notes,
|
|
|
|
|
)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
c.JSON(http.StatusOK, gin.H{
|
|
|
|
|
"message": "Wealth updated successfully",
|
|
|
|
|
"wealth": gin.H{
|
|
|
|
|
"goldstücke": character.Vermoegen.Goldstücke,
|
|
|
|
|
"silberstücke": character.Vermoegen.Silberstücke,
|
|
|
|
|
"kupferstücke": character.Vermoegen.Kupferstücke,
|
|
|
|
|
},
|
|
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// getValueOrDefault gibt den Wert zurück oder einen Default-Wert falls nil
|
|
|
|
|
func getValueOrDefault(value *int, defaultValue int) int {
|
|
|
|
|
if value != nil {
|
|
|
|
|
return *value
|
|
|
|
|
}
|
|
|
|
|
return defaultValue
|
|
|
|
|
}
|
|
|
|
|
|
2025-07-26 15:12:43 +02:00
|
|
|
// updateOrCreateSkill aktualisiert eine vorhandene Fertigkeit oder erstellt eine neue
|
2025-07-28 21:35:29 +02:00
|
|
|
func updateOrCreateSkill(character *models.Char, skillName string, newLevel int) error {
|
2025-07-26 15:12:43 +02:00
|
|
|
// Suche erst in normalen Fertigkeiten
|
|
|
|
|
for i := range character.Fertigkeiten {
|
|
|
|
|
if character.Fertigkeiten[i].Name == skillName {
|
|
|
|
|
character.Fertigkeiten[i].Fertigkeitswert = newLevel
|
|
|
|
|
return database.DB.Save(&character.Fertigkeiten[i]).Error
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Suche in Waffenfertigkeiten
|
|
|
|
|
for i := range character.Waffenfertigkeiten {
|
|
|
|
|
if character.Waffenfertigkeiten[i].Name == skillName {
|
|
|
|
|
character.Waffenfertigkeiten[i].Fertigkeitswert = newLevel
|
|
|
|
|
return database.DB.Save(&character.Waffenfertigkeiten[i]).Error
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Fertigkeit nicht gefunden - erstelle neue normale Fertigkeit
|
2025-07-28 22:08:19 +02:00
|
|
|
newSkill := models.SkFertigkeit{
|
2025-07-26 15:12:43 +02:00
|
|
|
BamortCharTrait: models.BamortCharTrait{
|
|
|
|
|
BamortBase: models.BamortBase{
|
|
|
|
|
Name: skillName,
|
|
|
|
|
},
|
|
|
|
|
CharacterID: character.ID,
|
|
|
|
|
},
|
|
|
|
|
Fertigkeitswert: newLevel,
|
|
|
|
|
Improvable: true,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if err := database.DB.Create(&newSkill).Error; err != nil {
|
|
|
|
|
return err
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Füge zur Charakter-Liste hinzu
|
|
|
|
|
character.Fertigkeiten = append(character.Fertigkeiten, newSkill)
|
|
|
|
|
return nil
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// addSpellToCharacter fügt einen neuen Zauber zum Charakter hinzu
|
2025-07-28 22:08:19 +02:00
|
|
|
func addSpellToCharacter(character *models.Char, spellName string) error {
|
2025-07-26 15:12:43 +02:00
|
|
|
// Prüfe, ob Zauber bereits existiert
|
|
|
|
|
for _, spell := range character.Zauber {
|
|
|
|
|
if spell.Name == spellName {
|
|
|
|
|
// Zauber bereits vorhanden, nichts zu tun
|
|
|
|
|
return nil
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Erstelle neuen Zauber
|
2025-07-28 22:08:19 +02:00
|
|
|
newSpell := models.SkZauber{
|
2025-07-26 15:12:43 +02:00
|
|
|
BamortCharTrait: models.BamortCharTrait{
|
|
|
|
|
BamortBase: models.BamortBase{
|
|
|
|
|
Name: spellName,
|
|
|
|
|
},
|
|
|
|
|
CharacterID: character.ID,
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if err := database.DB.Create(&newSpell).Error; err != nil {
|
|
|
|
|
return err
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Füge zur Charakter-Liste hinzu
|
|
|
|
|
character.Zauber = append(character.Zauber, newSpell)
|
|
|
|
|
return nil
|
|
|
|
|
}
|
|
|
|
|
|
2025-07-24 07:39:43 +02:00
|
|
|
// Learn and Improve handlers with automatic audit logging
|
|
|
|
|
|
2025-07-25 14:00:56 +02:00
|
|
|
// LearnSpellRequest definiert die Struktur für das Lernen eines Zaubers
|
|
|
|
|
type LearnSpellRequest struct {
|
2025-07-24 07:39:43 +02:00
|
|
|
Name string `json:"name" binding:"required"`
|
|
|
|
|
Notes string `json:"notes,omitempty"`
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-01 13:53:10 +02:00
|
|
|
// calculateMultiLevelCostsOld is deprecated. Use the new database-based learning cost system instead.
|
|
|
|
|
// This function uses the old hardcoded learning cost system.
|
2025-08-01 06:27:38 +02:00
|
|
|
// calculateMultiLevelCostsOld berechnet die Kosten für mehrere Level-Verbesserungen mit gsmaster.GetLernCostNextLevel
|
|
|
|
|
func calculateMultiLevelCostsOld(character *models.Char, skillName string, currentLevel int, levelsToLearn []int, rewardType string, usePP, useGold int) (*models.LearnCost, error) {
|
2025-07-25 14:00:56 +02:00
|
|
|
if len(levelsToLearn) == 0 {
|
|
|
|
|
return nil, fmt.Errorf("keine Level zum Lernen angegeben")
|
|
|
|
|
}
|
2025-07-24 07:39:43 +02:00
|
|
|
|
2025-07-25 14:00:56 +02:00
|
|
|
// Sortiere die Level aufsteigend
|
|
|
|
|
sortedLevels := make([]int, len(levelsToLearn))
|
|
|
|
|
copy(sortedLevels, levelsToLearn)
|
|
|
|
|
for i := 0; i < len(sortedLevels)-1; i++ {
|
|
|
|
|
for j := i + 1; j < len(sortedLevels); j++ {
|
|
|
|
|
if sortedLevels[i] > sortedLevels[j] {
|
|
|
|
|
sortedLevels[i], sortedLevels[j] = sortedLevels[j], sortedLevels[i]
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Erstelle LernCostRequest
|
|
|
|
|
var rewardTypePtr *string
|
|
|
|
|
if rewardType != "" {
|
|
|
|
|
rewardTypePtr = &rewardType
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
request := gsmaster.LernCostRequest{
|
|
|
|
|
CharId: uint(character.ID),
|
|
|
|
|
Name: skillName,
|
|
|
|
|
CurrentLevel: currentLevel,
|
|
|
|
|
Type: "skill",
|
|
|
|
|
Action: "improve",
|
|
|
|
|
TargetLevel: sortedLevels[len(sortedLevels)-1], // Höchstes Level als Ziel
|
|
|
|
|
UsePP: usePP,
|
|
|
|
|
UseGold: useGold,
|
|
|
|
|
Reward: rewardTypePtr,
|
|
|
|
|
}
|
|
|
|
|
|
2025-07-27 23:31:04 +02:00
|
|
|
totalCost := &models.LearnCost{
|
2025-07-25 14:00:56 +02:00
|
|
|
Stufe: sortedLevels[len(sortedLevels)-1],
|
|
|
|
|
LE: 0,
|
|
|
|
|
Ep: 0,
|
|
|
|
|
Money: 0,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
remainingPP := usePP
|
|
|
|
|
remainingGold := useGold
|
|
|
|
|
|
|
|
|
|
// Berechne Kosten für jedes Level
|
|
|
|
|
for _, targetLevel := range sortedLevels {
|
2025-08-01 06:27:38 +02:00
|
|
|
classAbr := getCharacterClassOld(character)
|
|
|
|
|
cat, difficulty, _ := gsmaster.FindBestCategoryForSkillLearningOld(skillName, classAbr)
|
2025-07-25 14:00:56 +02:00
|
|
|
levelResult := gsmaster.SkillCostResultNew{
|
|
|
|
|
CharacterID: fmt.Sprintf("%d", character.ID),
|
2025-07-30 11:09:21 +02:00
|
|
|
CharacterClass: classAbr,
|
2025-07-25 14:00:56 +02:00
|
|
|
SkillName: skillName,
|
2025-07-30 11:09:21 +02:00
|
|
|
Category: cat,
|
2025-08-01 06:27:38 +02:00
|
|
|
Difficulty: gsmaster.GetSkillDifficultyOld(difficulty, skillName),
|
2025-07-25 14:00:56 +02:00
|
|
|
TargetLevel: targetLevel,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Temporäre Request für dieses Level
|
|
|
|
|
tempRequest := request
|
|
|
|
|
tempRequest.CurrentLevel = targetLevel - 1
|
|
|
|
|
tempRequest.UsePP = remainingPP
|
|
|
|
|
tempRequest.UseGold = remainingGold
|
|
|
|
|
|
2025-08-01 06:27:38 +02:00
|
|
|
err := gsmaster.GetLernCostNextLevelOld(&tempRequest, &levelResult, rewardTypePtr, targetLevel, character.Typ)
|
2025-07-25 14:00:56 +02:00
|
|
|
if err != nil {
|
|
|
|
|
return nil, fmt.Errorf("fehler bei Level %d: %v", targetLevel, err)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Aktualisiere verbleibende Ressourcen
|
|
|
|
|
if levelResult.PPUsed > 0 {
|
|
|
|
|
remainingPP -= levelResult.PPUsed
|
|
|
|
|
if remainingPP < 0 {
|
|
|
|
|
remainingPP = 0
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if levelResult.GoldUsed > 0 {
|
|
|
|
|
remainingGold -= levelResult.GoldUsed
|
|
|
|
|
if remainingGold < 0 {
|
|
|
|
|
remainingGold = 0
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
totalCost.Ep += levelResult.EP
|
|
|
|
|
totalCost.Money += levelResult.GoldCost
|
|
|
|
|
totalCost.LE += levelResult.LE
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return totalCost, nil
|
2025-07-24 07:39:43 +02:00
|
|
|
}
|
|
|
|
|
|
2025-08-01 13:53:10 +02:00
|
|
|
// getCharacterClassOld is deprecated. Use character.Klasse directly or appropriate database lookups.
|
|
|
|
|
// This function provides backwards compatibility for character class access.
|
2025-08-01 06:27:38 +02:00
|
|
|
// getCharacterClassOld gibt die Charakterklassen-Abkürzung zurück
|
|
|
|
|
func getCharacterClassOld(character *models.Char) string {
|
2025-07-25 14:00:56 +02:00
|
|
|
if len(character.Typ) > 3 {
|
2025-08-01 06:27:38 +02:00
|
|
|
return gsmaster.GetClassAbbreviationOld(character.Typ)
|
2025-07-25 14:00:56 +02:00
|
|
|
}
|
|
|
|
|
return character.Typ
|
2025-07-24 07:39:43 +02:00
|
|
|
}
|
|
|
|
|
|
2025-08-01 13:53:10 +02:00
|
|
|
// LearnSkillOld is deprecated. Use LearnSkill instead.
|
|
|
|
|
// This function uses the old hardcoded learning cost system.
|
2025-08-01 06:27:38 +02:00
|
|
|
// LearnSkillOld lernt eine neue Fertigkeit und erstellt Audit-Log-Einträge
|
|
|
|
|
func LearnSkillOld(c *gin.Context) {
|
2025-07-24 07:39:43 +02:00
|
|
|
charID := c.Param("id")
|
2025-07-28 21:35:29 +02:00
|
|
|
var character models.Char
|
2025-07-24 07:39:43 +02:00
|
|
|
|
|
|
|
|
if err := character.FirstID(charID); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusNotFound, "Charakter nicht gefunden")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
2025-07-25 14:00:56 +02:00
|
|
|
// Verwende gsmaster.LernCostRequest direkt
|
|
|
|
|
var request gsmaster.LernCostRequest
|
2025-07-24 07:39:43 +02:00
|
|
|
if err := c.ShouldBindJSON(&request); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, "Ungültige Anfrageparameter: "+err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
2025-07-25 14:00:56 +02:00
|
|
|
// Setze Charakter-ID und Action für learning
|
|
|
|
|
request.CharId = character.ID
|
|
|
|
|
request.Action = "learn"
|
|
|
|
|
if request.Type == "" {
|
|
|
|
|
request.Type = "skill" // Default zu skill für Learning
|
2025-07-24 07:39:43 +02:00
|
|
|
}
|
2025-07-27 14:35:25 +02:00
|
|
|
// Verwende Klassenabkürzung wenn der Typ länger als 3 Zeichen ist
|
|
|
|
|
var characterClass string
|
|
|
|
|
if len(character.Typ) > 3 {
|
2025-08-01 06:27:38 +02:00
|
|
|
characterClass = gsmaster.GetClassAbbreviationOld(character.Typ)
|
2025-07-27 14:35:25 +02:00
|
|
|
} else {
|
|
|
|
|
characterClass = character.Typ
|
|
|
|
|
}
|
2025-07-24 07:39:43 +02:00
|
|
|
|
2025-07-25 14:00:56 +02:00
|
|
|
// Bestimme das finale Level
|
|
|
|
|
finalLevel := request.TargetLevel
|
|
|
|
|
if finalLevel <= 0 {
|
|
|
|
|
finalLevel = 1 // Standard für neue Fertigkeit
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Für Learning müssen wir von Level 0 (nicht gelernt) auf finalLevel lernen
|
2025-07-26 15:12:43 +02:00
|
|
|
var totalEP, totalGold, totalPP int
|
2025-07-25 14:00:56 +02:00
|
|
|
var err error
|
|
|
|
|
|
|
|
|
|
// Loop für jeden Level von 0 bis finalLevel (für neue Fertigkeiten)
|
|
|
|
|
for tempLevel := 0; tempLevel < finalLevel; tempLevel++ {
|
|
|
|
|
nextLevel := tempLevel + 1
|
|
|
|
|
|
|
|
|
|
// Erstelle temporären Request für diesen Level
|
|
|
|
|
tempRequest := request
|
|
|
|
|
tempRequest.CurrentLevel = tempLevel
|
|
|
|
|
tempRequest.TargetLevel = nextLevel
|
|
|
|
|
|
|
|
|
|
// Für das erste Level (0->1) ist es ein "learn", für weitere Level "improve"
|
|
|
|
|
if tempLevel == 0 {
|
|
|
|
|
tempRequest.Action = "learn"
|
|
|
|
|
} else {
|
|
|
|
|
tempRequest.Action = "improve"
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Berechne Kosten für diesen einen Level
|
|
|
|
|
var costResult gsmaster.SkillCostResultNew
|
|
|
|
|
costResult.CharacterID = fmt.Sprintf("%d", character.ID)
|
2025-07-27 14:35:25 +02:00
|
|
|
costResult.CharacterClass = characterClass
|
2025-07-25 14:00:56 +02:00
|
|
|
costResult.SkillName = request.Name
|
|
|
|
|
|
2025-08-01 06:27:38 +02:00
|
|
|
err = gsmaster.GetLernCostNextLevelOld(&tempRequest, &costResult, request.Reward, nextLevel, character.Rasse)
|
2025-07-25 14:00:56 +02:00
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, fmt.Sprintf("Fehler bei Level %d: %v", nextLevel, err))
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Addiere die Kosten
|
|
|
|
|
totalEP += costResult.EP
|
|
|
|
|
totalGold += costResult.GoldCost
|
2025-07-26 15:12:43 +02:00
|
|
|
totalPP += costResult.PPUsed
|
2025-07-24 07:39:43 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Prüfe, ob genügend EP vorhanden sind
|
2025-07-25 20:43:28 +02:00
|
|
|
currentEP := character.Erfahrungsschatz.EP
|
2025-07-25 14:00:56 +02:00
|
|
|
if currentEP < totalEP {
|
2025-07-24 07:39:43 +02:00
|
|
|
respondWithError(c, http.StatusBadRequest, "Nicht genügend Erfahrungspunkte vorhanden")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Prüfe, ob genügend Gold vorhanden ist
|
|
|
|
|
currentGold := character.Vermoegen.Goldstücke
|
2025-07-25 14:00:56 +02:00
|
|
|
if currentGold < totalGold {
|
2025-07-24 07:39:43 +02:00
|
|
|
respondWithError(c, http.StatusBadRequest, "Nicht genügend Gold vorhanden")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
2025-07-26 15:12:43 +02:00
|
|
|
// Prüfe, ob genügend PP vorhanden sind (PP der jeweiligen Fertigkeit) - für neue Fertigkeiten normalerweise 0
|
|
|
|
|
currentPP := 0
|
|
|
|
|
for _, skill := range character.Fertigkeiten {
|
|
|
|
|
if skill.Name == request.Name {
|
|
|
|
|
currentPP = skill.Pp
|
|
|
|
|
break
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// Falls nicht in normalen Fertigkeiten gefunden, prüfe Waffenfertigkeiten
|
|
|
|
|
if currentPP == 0 {
|
|
|
|
|
for _, skill := range character.Waffenfertigkeiten {
|
|
|
|
|
if skill.Name == request.Name {
|
|
|
|
|
currentPP = skill.Pp
|
|
|
|
|
break
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if totalPP > 0 && currentPP < totalPP {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, "Nicht genügend Praxispunkte vorhanden")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
2025-07-24 07:39:43 +02:00
|
|
|
// EP abziehen und Audit-Log erstellen
|
2025-07-25 14:00:56 +02:00
|
|
|
newEP := currentEP - totalEP
|
|
|
|
|
if totalEP > 0 {
|
|
|
|
|
var notes string
|
|
|
|
|
if finalLevel > 1 {
|
|
|
|
|
notes = fmt.Sprintf("Fertigkeit '%s' bis Level %d gelernt", request.Name, finalLevel)
|
|
|
|
|
} else {
|
|
|
|
|
notes = fmt.Sprintf("Fertigkeit '%s' gelernt", request.Name)
|
2025-07-24 07:39:43 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
err = CreateAuditLogEntry(character.ID, "experience_points", currentEP, newEP, ReasonSkillLearning, 0, notes)
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Erstellen des Audit-Log-Eintrags")
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-07-25 20:43:28 +02:00
|
|
|
character.Erfahrungsschatz.EP = newEP
|
2025-07-26 15:12:43 +02:00
|
|
|
if err := database.DB.Save(&character.Erfahrungsschatz).Error; err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Speichern der Erfahrungspunkte")
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-07-24 07:39:43 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Gold abziehen und Audit-Log erstellen
|
2025-07-25 14:00:56 +02:00
|
|
|
newGold := currentGold - totalGold
|
|
|
|
|
if totalGold > 0 {
|
2025-07-24 07:39:43 +02:00
|
|
|
notes := fmt.Sprintf("Gold für Fertigkeit '%s' ausgegeben", request.Name)
|
|
|
|
|
|
|
|
|
|
err = CreateAuditLogEntry(character.ID, "gold", currentGold, newGold, ReasonSkillLearning, 0, notes)
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Erstellen des Audit-Log-Eintrags")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
character.Vermoegen.Goldstücke = newGold
|
2025-07-26 15:12:43 +02:00
|
|
|
if err := database.DB.Save(&character.Vermoegen).Error; err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Speichern des Vermögens")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// PP abziehen (falls vorhanden und erforderlich)
|
|
|
|
|
if totalPP > 0 {
|
|
|
|
|
// Suche die richtige Fertigkeit und ziehe PP ab
|
|
|
|
|
for i, skill := range character.Fertigkeiten {
|
|
|
|
|
if skill.Name == request.Name {
|
|
|
|
|
character.Fertigkeiten[i].Pp -= totalPP
|
|
|
|
|
break
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// Falls nicht in normalen Fertigkeiten gefunden, prüfe Waffenfertigkeiten
|
|
|
|
|
for i, skill := range character.Waffenfertigkeiten {
|
|
|
|
|
if skill.Name == request.Name {
|
|
|
|
|
character.Waffenfertigkeiten[i].Pp -= totalPP
|
|
|
|
|
break
|
|
|
|
|
}
|
|
|
|
|
}
|
2025-07-24 07:39:43 +02:00
|
|
|
}
|
|
|
|
|
|
2025-07-26 15:12:43 +02:00
|
|
|
// Erstelle die neue Fertigkeit mit dem finalen Level
|
|
|
|
|
if err := updateOrCreateSkill(&character, request.Name, finalLevel); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Hinzufügen der Fertigkeit: "+err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-07-24 07:39:43 +02:00
|
|
|
|
|
|
|
|
// Charakter speichern
|
|
|
|
|
if err := database.DB.Save(&character).Error; err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Speichern des Charakters")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
2025-07-25 14:00:56 +02:00
|
|
|
// Response für Multi-Level oder Single-Level
|
|
|
|
|
response := gin.H{
|
2025-07-24 07:39:43 +02:00
|
|
|
"message": "Fertigkeit erfolgreich gelernt",
|
|
|
|
|
"skill_name": request.Name,
|
2025-07-25 14:00:56 +02:00
|
|
|
"final_level": finalLevel,
|
|
|
|
|
"ep_cost": totalEP,
|
|
|
|
|
"gold_cost": totalGold,
|
2025-07-24 07:39:43 +02:00
|
|
|
"remaining_ep": newEP,
|
|
|
|
|
"remaining_gold": newGold,
|
2025-07-25 14:00:56 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Füge Multi-Level-spezifische Informationen hinzu
|
|
|
|
|
if finalLevel > 1 {
|
|
|
|
|
// Erstelle Array der gelernten Level für Kompatibilität
|
|
|
|
|
var levelsLearned []int
|
|
|
|
|
for i := 1; i <= finalLevel; i++ {
|
|
|
|
|
levelsLearned = append(levelsLearned, i)
|
|
|
|
|
}
|
|
|
|
|
response["levels_learned"] = levelsLearned
|
|
|
|
|
response["level_count"] = finalLevel
|
|
|
|
|
response["multi_level"] = true
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
c.JSON(http.StatusOK, response)
|
2025-07-24 07:39:43 +02:00
|
|
|
}
|
|
|
|
|
|
2025-08-05 21:12:03 +02:00
|
|
|
// LearnSkill lernt eine neue Fertigkeit und erstellt Audit-Log-Einträge
|
|
|
|
|
func LearnSkill(c *gin.Context) {
|
|
|
|
|
charID := c.Param("id")
|
|
|
|
|
var character models.Char
|
|
|
|
|
|
|
|
|
|
if err := character.FirstID(charID); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusNotFound, "Charakter nicht gefunden")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Verwende gsmaster.LernCostRequest direkt
|
|
|
|
|
var request gsmaster.LernCostRequest
|
|
|
|
|
if err := c.ShouldBindJSON(&request); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, "Ungültige Anfrageparameter: "+err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Setze Charakter-ID und Action für learning
|
|
|
|
|
request.CharId = character.ID
|
|
|
|
|
request.Action = "learn"
|
|
|
|
|
if request.Type == "" {
|
|
|
|
|
request.Type = "skill" // Default zu skill für Learning
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 1. Charakter laden
|
|
|
|
|
char, err := loadCharacterForImprovement(request.CharId)
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusNotFound, "Charakter nicht gefunden")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 2. Skill validieren (für Learning beginnen wir bei Level 0)
|
|
|
|
|
characterClass, skillInfo, currentLevel, err := validateSkillForLearning(char, &request)
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Bestimme das finale Level
|
|
|
|
|
finalLevel := request.TargetLevel
|
|
|
|
|
if finalLevel <= 0 {
|
|
|
|
|
finalLevel = 1 // Standard für neue Fertigkeit
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 3. Kosten berechnen (von Level 0 bis finalLevel)
|
|
|
|
|
response, totalEP, totalGold, totalPP, err := calculateLearningCosts(char, &request, characterClass, skillInfo, currentLevel, finalLevel)
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 4. Ressourcen validieren
|
|
|
|
|
err = validateResources(char, request.Name, totalEP, totalGold, totalPP)
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 5. Ressourcen abziehen
|
|
|
|
|
newEP, newGold, err := deductResourcesForLearning(char, request.Name, finalLevel, totalEP, totalGold, totalPP)
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 6. Skill hinzufügen/erstellen
|
|
|
|
|
if err := updateOrCreateSkill(char, request.Name, finalLevel); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Hinzufügen der Fertigkeit: "+err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 7. Charakter speichern
|
|
|
|
|
if err := database.DB.Save(char).Error; err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Speichern des Charakters")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 8. Response erstellen
|
|
|
|
|
responseData := gin.H{
|
|
|
|
|
"message": "Fertigkeit erfolgreich gelernt",
|
|
|
|
|
"skill_name": request.Name,
|
|
|
|
|
"final_level": finalLevel,
|
|
|
|
|
"ep_cost": totalEP,
|
|
|
|
|
"gold_cost": totalGold,
|
|
|
|
|
"remaining_ep": newEP,
|
|
|
|
|
"remaining_gold": newGold,
|
|
|
|
|
"cost_details": response,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Füge Multi-Level-spezifische Informationen hinzu
|
|
|
|
|
if finalLevel > 1 {
|
|
|
|
|
// Erstelle Array der gelernten Level für Kompatibilität
|
|
|
|
|
var levelsLearned []int
|
|
|
|
|
for i := 1; i <= finalLevel; i++ {
|
|
|
|
|
levelsLearned = append(levelsLearned, i)
|
|
|
|
|
}
|
|
|
|
|
responseData["levels_learned"] = levelsLearned
|
|
|
|
|
responseData["level_count"] = finalLevel
|
|
|
|
|
responseData["multi_level"] = true
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
c.JSON(http.StatusOK, responseData)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ImproveSkill verbessert eine bestehende Fertigkeit und erstellt Audit-Log-Einträge
|
|
|
|
|
// validateSkillForLearning validiert Skill-Namen für neue Fertigkeiten (Learning)
|
|
|
|
|
func validateSkillForLearning(char *models.Char, request *gsmaster.LernCostRequest) (string, *models.SkillLearningInfo, int, error) {
|
|
|
|
|
// Verwende Klassenabkürzung wenn der Typ länger als 3 Zeichen ist
|
|
|
|
|
var characterClass string
|
|
|
|
|
if len(char.Typ) > 3 {
|
|
|
|
|
characterClass = gsmaster.GetClassAbbreviationNewSystem(char.Typ)
|
|
|
|
|
} else {
|
|
|
|
|
characterClass = char.Typ
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Normalize skill/spell name (trim whitespace, proper case)
|
|
|
|
|
skillName := strings.TrimSpace(request.Name)
|
|
|
|
|
|
|
|
|
|
skillInfo, err := models.GetSkillCategoryAndDifficultyNewSystem(skillName, characterClass)
|
|
|
|
|
if err != nil {
|
|
|
|
|
return "", nil, 0, fmt.Errorf("fertigkeit '%s' nicht gefunden oder nicht für Klasse '%s' verfügbar: %v", skillName, characterClass, err)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Für Learning starten wir bei Level 0
|
|
|
|
|
currentLevel := 0
|
|
|
|
|
|
|
|
|
|
// Prüfe, ob die Fertigkeit bereits existiert
|
|
|
|
|
existingLevel := getCurrentSkillLevel(char, request.Name, "skill")
|
|
|
|
|
if existingLevel > 0 {
|
|
|
|
|
return "", nil, 0, fmt.Errorf("fertigkeit '%s' ist bereits auf Level %d - verwende ImproveSkill stattdessen", request.Name, existingLevel)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return characterClass, skillInfo, currentLevel, nil
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// calculateLearningCosts berechnet die Kosten für das Erlernen einer neuen Fertigkeit
|
|
|
|
|
func calculateLearningCosts(char *models.Char, request *gsmaster.LernCostRequest, characterClass string, skillInfo *models.SkillLearningInfo, currentLevel, finalLevel int) ([]gsmaster.SkillCostResultNew, int, int, int, error) {
|
|
|
|
|
var response []gsmaster.SkillCostResultNew
|
|
|
|
|
var totalEP, totalGold, totalPP int
|
|
|
|
|
|
|
|
|
|
// Loop für jeden Level von 0 bis finalLevel (für neue Fertigkeiten)
|
|
|
|
|
for tempLevel := currentLevel; tempLevel < finalLevel; tempLevel++ {
|
|
|
|
|
nextLevel := tempLevel + 1
|
|
|
|
|
|
|
|
|
|
// Erstelle temporären Request für diesen Level
|
|
|
|
|
tempRequest := *request
|
|
|
|
|
tempRequest.CurrentLevel = tempLevel
|
|
|
|
|
tempRequest.TargetLevel = nextLevel
|
|
|
|
|
|
|
|
|
|
// Für das erste Level (0->1) ist es ein "learn", für weitere Level "improve"
|
|
|
|
|
if tempLevel == 0 {
|
|
|
|
|
tempRequest.Action = "learn"
|
|
|
|
|
} else {
|
|
|
|
|
tempRequest.Action = "improve"
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Erstelle cost result structure
|
|
|
|
|
costResult := gsmaster.SkillCostResultNew{
|
|
|
|
|
CharacterID: fmt.Sprintf("%d", char.ID),
|
|
|
|
|
CharacterClass: characterClass,
|
|
|
|
|
SkillName: request.Name,
|
|
|
|
|
TargetLevel: nextLevel,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Verwende die gleiche Kostenfunktion wie für Improvements
|
|
|
|
|
err := CalculateSkillImproveCostNewSystem(&tempRequest, &costResult, nextLevel, &tempRequest.UsePP, &tempRequest.UseGold, skillInfo)
|
|
|
|
|
if err != nil {
|
|
|
|
|
return nil, 0, 0, 0, fmt.Errorf("fehler bei der Kostenberechnung: %v", err)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// für die nächste Runde die PP und Gold reduzieren die zum Lernen genutzt werden sollen
|
|
|
|
|
if costResult.PPUsed > 0 {
|
|
|
|
|
request.UsePP -= costResult.PPUsed
|
|
|
|
|
if request.UsePP < 0 {
|
|
|
|
|
request.UsePP = 0
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if costResult.GoldUsed > 0 {
|
|
|
|
|
request.UseGold -= costResult.GoldUsed
|
|
|
|
|
if request.UseGold < 0 {
|
|
|
|
|
request.UseGold = 0
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
response = append(response, costResult)
|
|
|
|
|
|
|
|
|
|
// Addiere die Kosten
|
|
|
|
|
totalEP += costResult.EP
|
|
|
|
|
totalGold += costResult.GoldCost
|
|
|
|
|
totalPP += costResult.PPUsed
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return response, totalEP, totalGold, totalPP, nil
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// deductResourcesForLearning zieht die Ressourcen für das Lernen ab und erstellt Audit-Log-Einträge
|
|
|
|
|
func deductResourcesForLearning(char *models.Char, skillName string, finalLevel, totalEP, totalGold, totalPP int) (int, int, error) {
|
2025-08-05 21:29:00 +02:00
|
|
|
return deductResourcesWithAuditReason(char, skillName, finalLevel, totalEP, totalGold, totalPP, ReasonSkillLearning)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// deductResourcesWithAuditReason zieht EP, Gold und PP ab und erstellt entsprechende Audit-Log-Einträge
|
|
|
|
|
func deductResourcesWithAuditReason(char *models.Char, itemName string, finalLevel, totalEP, totalGold, totalPP int, auditReason AuditLogReason) (int, int, error) {
|
2025-08-05 21:12:03 +02:00
|
|
|
currentEP := char.Erfahrungsschatz.EP
|
|
|
|
|
currentGold := char.Vermoegen.Goldstücke
|
|
|
|
|
|
|
|
|
|
// EP abziehen und Audit-Log erstellen
|
|
|
|
|
newEP := currentEP - totalEP
|
|
|
|
|
if totalEP > 0 {
|
|
|
|
|
var notes string
|
|
|
|
|
if finalLevel > 1 {
|
2025-08-05 21:29:00 +02:00
|
|
|
notes = fmt.Sprintf("Fertigkeit '%s' bis Level %d gelernt", itemName, finalLevel)
|
|
|
|
|
} else if auditReason == ReasonSpellLearning {
|
|
|
|
|
notes = fmt.Sprintf("Zauber '%s' gelernt", itemName)
|
2025-08-05 21:12:03 +02:00
|
|
|
} else {
|
2025-08-05 21:29:00 +02:00
|
|
|
notes = fmt.Sprintf("Fertigkeit '%s' gelernt", itemName)
|
2025-08-05 21:12:03 +02:00
|
|
|
}
|
|
|
|
|
|
2025-08-05 21:29:00 +02:00
|
|
|
err := CreateAuditLogEntry(char.ID, "experience_points", currentEP, newEP, auditReason, 0, notes)
|
2025-08-05 21:12:03 +02:00
|
|
|
if err != nil {
|
|
|
|
|
return 0, 0, fmt.Errorf("fehler beim Erstellen des Audit-Log-Eintrags: %v", err)
|
|
|
|
|
}
|
|
|
|
|
char.Erfahrungsschatz.EP = newEP
|
|
|
|
|
if err := database.DB.Save(&char.Erfahrungsschatz).Error; err != nil {
|
|
|
|
|
return 0, 0, fmt.Errorf("fehler beim Speichern der Erfahrungspunkte: %v", err)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Gold abziehen und Audit-Log erstellen
|
|
|
|
|
newGold := currentGold - totalGold
|
|
|
|
|
if totalGold > 0 {
|
2025-08-05 21:29:00 +02:00
|
|
|
var notes string
|
|
|
|
|
if auditReason == ReasonSpellLearning {
|
|
|
|
|
notes = fmt.Sprintf("Gold für Zauber '%s' ausgegeben", itemName)
|
|
|
|
|
} else {
|
|
|
|
|
notes = fmt.Sprintf("Gold für Fertigkeit '%s' ausgegeben", itemName)
|
|
|
|
|
}
|
2025-08-05 21:12:03 +02:00
|
|
|
|
2025-08-05 21:29:00 +02:00
|
|
|
err := CreateAuditLogEntry(char.ID, "gold", currentGold, newGold, auditReason, 0, notes)
|
2025-08-05 21:12:03 +02:00
|
|
|
if err != nil {
|
|
|
|
|
return 0, 0, fmt.Errorf("fehler beim Erstellen des Audit-Log-Eintrags: %v", err)
|
|
|
|
|
}
|
|
|
|
|
char.Vermoegen.Goldstücke = newGold
|
|
|
|
|
if err := database.DB.Save(&char.Vermoegen).Error; err != nil {
|
|
|
|
|
return 0, 0, fmt.Errorf("fehler beim Speichern des Vermögens: %v", err)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// PP abziehen (falls vorhanden und erforderlich)
|
|
|
|
|
if totalPP > 0 {
|
|
|
|
|
// Suche die richtige Fertigkeit und ziehe PP ab
|
|
|
|
|
for i := range char.Fertigkeiten {
|
2025-08-05 21:29:00 +02:00
|
|
|
if char.Fertigkeiten[i].Name == itemName {
|
2025-08-05 21:12:03 +02:00
|
|
|
char.Fertigkeiten[i].Pp -= totalPP
|
|
|
|
|
if err := database.DB.Save(&char.Fertigkeiten[i]).Error; err != nil {
|
|
|
|
|
return 0, 0, fmt.Errorf("fehler beim Aktualisieren der Praxispunkte: %v", err)
|
|
|
|
|
}
|
|
|
|
|
break
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// Falls nicht in normalen Fertigkeiten gefunden, prüfe Waffenfertigkeiten
|
|
|
|
|
for i := range char.Waffenfertigkeiten {
|
2025-08-05 21:29:00 +02:00
|
|
|
if char.Waffenfertigkeiten[i].Name == itemName {
|
2025-08-05 21:12:03 +02:00
|
|
|
char.Waffenfertigkeiten[i].Pp -= totalPP
|
|
|
|
|
if err := database.DB.Save(&char.Waffenfertigkeiten[i]).Error; err != nil {
|
|
|
|
|
return 0, 0, fmt.Errorf("fehler beim Aktualisieren der Praxispunkte: %v", err)
|
|
|
|
|
}
|
|
|
|
|
break
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return newEP, newGold, nil
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-02 07:15:27 +02:00
|
|
|
// ImproveSkill verbessert eine bestehende Fertigkeit und erstellt Audit-Log-Einträge
|
|
|
|
|
// loadCharacterForImprovement lädt einen Charakter mit allen benötigten Beziehungen
|
|
|
|
|
func loadCharacterForImprovement(characterID uint) (*models.Char, error) {
|
|
|
|
|
var char models.Char
|
|
|
|
|
err := database.DB.
|
|
|
|
|
Preload("Fertigkeiten").
|
|
|
|
|
Preload("Waffenfertigkeiten").
|
|
|
|
|
Preload("Erfahrungsschatz").
|
|
|
|
|
Preload("Vermoegen").
|
|
|
|
|
Preload("Zauber").
|
|
|
|
|
First(&char, characterID).Error
|
|
|
|
|
return &char, err
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// validateSkillForImprovement validiert Skill-Namen und ermittelt aktuelle Level
|
|
|
|
|
func validateSkillForImprovement(char *models.Char, request *gsmaster.LernCostRequest) (string, *models.SkillLearningInfo, int, error) {
|
|
|
|
|
// Verwende Klassenabkürzung wenn der Typ länger als 3 Zeichen ist
|
|
|
|
|
var characterClass string
|
|
|
|
|
if len(char.Typ) > 3 {
|
|
|
|
|
characterClass = gsmaster.GetClassAbbreviationNewSystem(char.Typ)
|
|
|
|
|
} else {
|
|
|
|
|
characterClass = char.Typ
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Normalize skill/spell name (trim whitespace, proper case)
|
|
|
|
|
skillName := strings.TrimSpace(request.Name)
|
|
|
|
|
|
|
|
|
|
skillInfo, err := models.GetSkillCategoryAndDifficultyNewSystem(skillName, characterClass)
|
|
|
|
|
if err != nil {
|
|
|
|
|
return "", nil, 0, fmt.Errorf("Fertigkeit '%s' nicht gefunden oder nicht für Klasse '%s' verfügbar: %v", skillName, characterClass, err)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Aktuellen Level ermitteln, falls nicht angegeben oder zu klein
|
|
|
|
|
currentLevel := request.CurrentLevel
|
|
|
|
|
if currentLevel <= 3 {
|
|
|
|
|
currentLevel = getCurrentSkillLevel(char, request.Name, "skill")
|
|
|
|
|
if currentLevel == -1 {
|
|
|
|
|
return "", nil, 0, fmt.Errorf("Fertigkeit nicht bei diesem Charakter vorhanden")
|
|
|
|
|
}
|
|
|
|
|
request.CurrentLevel = currentLevel
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return characterClass, skillInfo, currentLevel, nil
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// calculateImprovementCosts berechnet die Gesamtkosten für Multi-Level-Verbesserungen
|
|
|
|
|
func calculateImprovementCosts(char *models.Char, request *gsmaster.LernCostRequest, characterClass string, skillInfo *models.SkillLearningInfo, currentLevel, finalLevel int) ([]gsmaster.SkillCostResultNew, int, int, int, error) {
|
|
|
|
|
var response []gsmaster.SkillCostResultNew
|
|
|
|
|
var totalEP, totalGold, totalPP int
|
|
|
|
|
|
|
|
|
|
// Loop für jeden Level von currentLevel bis finalLevel
|
|
|
|
|
tempLevel := currentLevel
|
|
|
|
|
for tempLevel < finalLevel {
|
|
|
|
|
nextLevel := tempLevel + 1
|
|
|
|
|
// Erstelle temporären Request für diesen Level
|
|
|
|
|
tempRequest := *request
|
|
|
|
|
tempRequest.CurrentLevel = tempLevel
|
|
|
|
|
tempRequest.TargetLevel = nextLevel
|
|
|
|
|
|
|
|
|
|
// Berechne Kosten für diesen einen Level
|
|
|
|
|
var costResult gsmaster.SkillCostResultNew
|
|
|
|
|
costResult.CharacterID = fmt.Sprintf("%d", char.ID)
|
|
|
|
|
costResult.CharacterClass = characterClass
|
|
|
|
|
costResult.SkillName = request.Name
|
|
|
|
|
|
|
|
|
|
err := CalculateSkillImproveCostNewSystem(&tempRequest, &costResult, nextLevel, &tempRequest.UsePP, &tempRequest.UseGold, skillInfo)
|
|
|
|
|
if err != nil {
|
|
|
|
|
return nil, 0, 0, 0, fmt.Errorf("Fehler bei der Kostenberechnung: %v", err)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// für die nächste Runde die PP und Gold reduzieren die zum Lernen genutzt werden sollen
|
|
|
|
|
if costResult.PPUsed > 0 {
|
|
|
|
|
request.UsePP -= costResult.PPUsed
|
|
|
|
|
if request.UsePP < 0 {
|
|
|
|
|
request.UsePP = 0
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if costResult.GoldUsed > 0 {
|
|
|
|
|
request.UseGold -= costResult.GoldUsed
|
|
|
|
|
if request.UseGold < 0 {
|
|
|
|
|
request.UseGold = 0
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
response = append(response, costResult)
|
|
|
|
|
|
|
|
|
|
// Addiere die Kosten
|
|
|
|
|
totalEP += costResult.EP
|
|
|
|
|
totalGold += costResult.GoldCost
|
|
|
|
|
totalPP += costResult.PPUsed
|
|
|
|
|
|
|
|
|
|
tempLevel++
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return response, totalEP, totalGold, totalPP, nil
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// validateResources prüft, ob genügend Ressourcen vorhanden sind
|
|
|
|
|
func validateResources(char *models.Char, skillName string, totalEP, totalGold, totalPP int) error {
|
|
|
|
|
// Prüfe, ob genügend EP vorhanden sind
|
|
|
|
|
currentEP := char.Erfahrungsschatz.EP
|
|
|
|
|
if currentEP < totalEP {
|
|
|
|
|
return fmt.Errorf("Nicht genügend Erfahrungspunkte vorhanden")
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Prüfe, ob genügend Gold vorhanden ist
|
|
|
|
|
currentGold := char.Vermoegen.Goldstücke
|
|
|
|
|
if currentGold < totalGold {
|
|
|
|
|
return fmt.Errorf("Nicht genügend Gold vorhanden")
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Prüfe, ob genügend PP vorhanden sind (PP der jeweiligen Fertigkeit)
|
|
|
|
|
currentPP := 0
|
|
|
|
|
for _, skill := range char.Fertigkeiten {
|
|
|
|
|
if skill.Name == skillName {
|
|
|
|
|
currentPP = skill.Pp
|
|
|
|
|
break
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// Falls nicht in normalen Fertigkeiten gefunden, prüfe Waffenfertigkeiten
|
|
|
|
|
if currentPP == 0 {
|
|
|
|
|
for _, skill := range char.Waffenfertigkeiten {
|
|
|
|
|
if skill.Name == skillName {
|
|
|
|
|
currentPP = skill.Pp
|
|
|
|
|
break
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if totalPP > 0 && currentPP < totalPP {
|
|
|
|
|
return fmt.Errorf("Nicht genügend Praxispunkte vorhanden")
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return nil
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// deductResources zieht die Kosten von den Charakterressourcen ab
|
2025-08-05 21:12:03 +02:00
|
|
|
// TODO Fehlerbehandlung (Falls Tabelle nicht vorhanden ist)
|
2025-08-02 07:15:27 +02:00
|
|
|
func deductResources(char *models.Char, skillName string, currentLevel, finalLevel, totalEP, totalGold, totalPP int) (int, int, error) {
|
|
|
|
|
currentEP := char.Erfahrungsschatz.EP
|
|
|
|
|
currentGold := char.Vermoegen.Goldstücke
|
|
|
|
|
|
|
|
|
|
// EP abziehen und Audit-Log erstellen
|
|
|
|
|
newEP := currentEP - totalEP
|
|
|
|
|
if totalEP > 0 {
|
|
|
|
|
// Erstelle Notiz für Multi-Level Improvement
|
|
|
|
|
levelCount := finalLevel - currentLevel
|
|
|
|
|
var notes string
|
|
|
|
|
if levelCount > 1 {
|
|
|
|
|
notes = fmt.Sprintf("Fertigkeit '%s' von %d auf %d verbessert (%d Level)", skillName, currentLevel, finalLevel, levelCount)
|
|
|
|
|
} else {
|
|
|
|
|
notes = fmt.Sprintf("Fertigkeit '%s' von %d auf %d verbessert", skillName, currentLevel, finalLevel)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
err := CreateAuditLogEntry(char.ID, "experience_points", currentEP, newEP, ReasonSkillImprovement, 0, notes)
|
|
|
|
|
if err != nil {
|
2025-08-05 21:12:03 +02:00
|
|
|
return newEP, 0, fmt.Errorf("Fehler beim Erstellen des Audit-Log-Eintrags: %v", err)
|
2025-08-02 07:15:27 +02:00
|
|
|
}
|
|
|
|
|
char.Erfahrungsschatz.EP = newEP
|
|
|
|
|
if err := database.DB.Save(&char.Erfahrungsschatz).Error; err != nil {
|
2025-08-05 21:12:03 +02:00
|
|
|
return newEP, 0, fmt.Errorf("Fehler beim Speichern der Erfahrungspunkte: %v", err)
|
2025-08-02 07:15:27 +02:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Gold abziehen und Audit-Log erstellen
|
|
|
|
|
newGold := currentGold - totalGold
|
|
|
|
|
if totalGold > 0 {
|
|
|
|
|
notes := fmt.Sprintf("Gold für Verbesserung von '%s' ausgegeben", skillName)
|
|
|
|
|
|
|
|
|
|
err := CreateAuditLogEntry(char.ID, "gold", currentGold, newGold, ReasonSkillImprovement, 0, notes)
|
|
|
|
|
if err != nil {
|
2025-08-05 21:12:03 +02:00
|
|
|
return newEP, newGold, fmt.Errorf("Fehler beim Erstellen des Audit-Log-Eintrags: %v", err)
|
2025-08-02 07:15:27 +02:00
|
|
|
}
|
|
|
|
|
char.Vermoegen.Goldstücke = newGold
|
|
|
|
|
if err := database.DB.Save(&char.Vermoegen).Error; err != nil {
|
2025-08-05 21:12:03 +02:00
|
|
|
return newEP, newGold, fmt.Errorf("Fehler beim Speichern des Vermögens: %v", err)
|
2025-08-02 07:15:27 +02:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// PP abziehen wenn verwendet (PP der jeweiligen Fertigkeit)
|
|
|
|
|
if totalPP > 0 {
|
|
|
|
|
// Finde die richtige Fertigkeit und ziehe PP ab
|
|
|
|
|
for i := range char.Fertigkeiten {
|
|
|
|
|
if char.Fertigkeiten[i].Name == skillName {
|
|
|
|
|
char.Fertigkeiten[i].Pp -= totalPP
|
|
|
|
|
if err := database.DB.Save(&char.Fertigkeiten[i]).Error; err != nil {
|
2025-08-05 21:12:03 +02:00
|
|
|
return newEP, newGold, fmt.Errorf("Fehler beim Aktualisieren der Praxispunkte: %v", err)
|
2025-08-02 07:15:27 +02:00
|
|
|
}
|
|
|
|
|
break
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// Falls nicht in normalen Fertigkeiten gefunden, prüfe Waffenfertigkeiten
|
|
|
|
|
for i := range char.Waffenfertigkeiten {
|
|
|
|
|
if char.Waffenfertigkeiten[i].Name == skillName {
|
|
|
|
|
char.Waffenfertigkeiten[i].Pp -= totalPP
|
|
|
|
|
if err := database.DB.Save(&char.Waffenfertigkeiten[i]).Error; err != nil {
|
2025-08-05 21:12:03 +02:00
|
|
|
return newEP, newGold, fmt.Errorf("Fehler beim Aktualisieren der Praxispunkte: %v", err)
|
2025-08-02 07:15:27 +02:00
|
|
|
}
|
|
|
|
|
break
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return newEP, newGold, nil
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
func ImproveSkill(c *gin.Context) {
|
|
|
|
|
var request gsmaster.LernCostRequest
|
|
|
|
|
if err := c.ShouldBindJSON(&request); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, "Ungültige Anfrageparameter: "+err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 1. Charakter laden
|
|
|
|
|
char, err := loadCharacterForImprovement(request.CharId)
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusNotFound, "Charakter nicht gefunden")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 2. Skill validieren und Level ermitteln
|
|
|
|
|
characterClass, skillInfo, currentLevel, err := validateSkillForImprovement(char, &request)
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Bestimme das finale Level
|
|
|
|
|
finalLevel := request.TargetLevel
|
|
|
|
|
if finalLevel <= 0 {
|
|
|
|
|
finalLevel = currentLevel + 1
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 3. Kosten berechnen
|
|
|
|
|
response, totalEP, totalGold, totalPP, err := calculateImprovementCosts(char, &request, characterClass, skillInfo, currentLevel, finalLevel)
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 4. Ressourcen validieren
|
|
|
|
|
err = validateResources(char, request.Name, totalEP, totalGold, totalPP)
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 5. Ressourcen abziehen
|
|
|
|
|
newEP, newGold, err := deductResources(char, request.Name, currentLevel, finalLevel, totalEP, totalGold, totalPP)
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 6. Skill-Level aktualisieren
|
|
|
|
|
if err := updateOrCreateSkill(char, request.Name, finalLevel); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Aktualisieren der Fertigkeit: "+err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 7. Charakter speichern
|
|
|
|
|
if err := database.DB.Save(char).Error; err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Speichern des Charakters")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 8. Response erstellen
|
|
|
|
|
responseData := gin.H{
|
|
|
|
|
"message": "Fertigkeit erfolgreich verbessert",
|
|
|
|
|
"skill_name": request.Name,
|
|
|
|
|
"from_level": currentLevel,
|
|
|
|
|
"to_level": finalLevel,
|
|
|
|
|
"ep_cost": totalEP,
|
|
|
|
|
"gold_cost": totalGold,
|
|
|
|
|
"remaining_ep": newEP,
|
|
|
|
|
"remaining_gold": newGold,
|
|
|
|
|
"cost_details": response,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Füge Multi-Level-spezifische Informationen hinzu
|
|
|
|
|
levelCount := finalLevel - currentLevel
|
|
|
|
|
if levelCount > 1 {
|
|
|
|
|
var levelsLearned []int
|
|
|
|
|
for i := currentLevel + 1; i <= finalLevel; i++ {
|
|
|
|
|
levelsLearned = append(levelsLearned, i)
|
|
|
|
|
}
|
|
|
|
|
responseData["levels_learned"] = levelsLearned
|
|
|
|
|
responseData["level_count"] = levelCount
|
|
|
|
|
responseData["multi_level"] = true
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
c.JSON(http.StatusOK, responseData)
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-01 13:53:10 +02:00
|
|
|
// ImproveSkillOld is deprecated. Use ImproveSkill instead.
|
|
|
|
|
// This function uses the old hardcoded learning cost system.
|
2025-08-01 06:27:38 +02:00
|
|
|
// ImproveSkillOld verbessert eine bestehende Fertigkeit und erstellt Audit-Log-Einträge
|
|
|
|
|
func ImproveSkillOld(c *gin.Context) {
|
2025-07-25 14:00:56 +02:00
|
|
|
// Verwende gsmaster.LernCostRequest direkt
|
|
|
|
|
var request gsmaster.LernCostRequest
|
|
|
|
|
if err := c.ShouldBindJSON(&request); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, "Ungültige Anfrageparameter: "+err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-07-24 07:39:43 +02:00
|
|
|
|
2025-07-25 14:00:56 +02:00
|
|
|
// Hole Charakter über die ID aus dem Request
|
2025-08-02 07:15:27 +02:00
|
|
|
var char models.Char
|
2025-07-26 15:12:43 +02:00
|
|
|
err := database.DB.
|
|
|
|
|
Preload("Fertigkeiten").
|
|
|
|
|
Preload("Waffenfertigkeiten").
|
|
|
|
|
Preload("Erfahrungsschatz").
|
|
|
|
|
Preload("Vermoegen").
|
2025-08-02 07:15:27 +02:00
|
|
|
First(&char, request.CharId).Error
|
2025-07-26 15:12:43 +02:00
|
|
|
if err != nil {
|
2025-07-24 07:39:43 +02:00
|
|
|
respondWithError(c, http.StatusNotFound, "Charakter nicht gefunden")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
2025-07-25 14:00:56 +02:00
|
|
|
// Verwende Klassenabkürzung wenn der Typ länger als 3 Zeichen ist
|
|
|
|
|
var characterClass string
|
2025-08-02 07:15:27 +02:00
|
|
|
if len(char.Typ) > 3 {
|
|
|
|
|
characterClass = gsmaster.GetClassAbbreviationOld(char.Typ)
|
2025-07-25 14:00:56 +02:00
|
|
|
} else {
|
2025-08-02 07:15:27 +02:00
|
|
|
characterClass = char.Typ
|
2025-07-24 07:39:43 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Aktuellen Level ermitteln, falls nicht angegeben
|
|
|
|
|
currentLevel := request.CurrentLevel
|
|
|
|
|
if currentLevel <= 0 {
|
2025-08-02 07:15:27 +02:00
|
|
|
currentLevel = getCurrentSkillLevel(&char, request.Name, "skill")
|
2025-07-24 07:39:43 +02:00
|
|
|
if currentLevel == -1 {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, "Fertigkeit nicht bei diesem Charakter vorhanden")
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-07-25 14:00:56 +02:00
|
|
|
request.CurrentLevel = currentLevel
|
2025-07-24 07:39:43 +02:00
|
|
|
}
|
|
|
|
|
|
2025-07-25 14:00:56 +02:00
|
|
|
// Bestimme das finale Level
|
|
|
|
|
finalLevel := request.TargetLevel
|
|
|
|
|
if finalLevel <= 0 {
|
|
|
|
|
finalLevel = currentLevel + 1
|
2025-07-24 07:39:43 +02:00
|
|
|
}
|
|
|
|
|
|
2025-07-25 14:00:56 +02:00
|
|
|
// Initialisiere Gesamtkosten
|
2025-07-26 15:12:43 +02:00
|
|
|
var totalEP, totalGold, totalPP int
|
2025-07-25 14:00:56 +02:00
|
|
|
|
|
|
|
|
// Loop für jeden Level von currentLevel bis finalLevel
|
|
|
|
|
tempLevel := currentLevel
|
|
|
|
|
for tempLevel < finalLevel {
|
|
|
|
|
nextLevel := tempLevel + 1
|
|
|
|
|
|
|
|
|
|
// Erstelle temporären Request für diesen Level
|
|
|
|
|
tempRequest := request
|
|
|
|
|
tempRequest.CurrentLevel = tempLevel
|
|
|
|
|
tempRequest.TargetLevel = nextLevel
|
|
|
|
|
|
|
|
|
|
// Berechne Kosten für diesen einen Level
|
|
|
|
|
var costResult gsmaster.SkillCostResultNew
|
2025-08-02 07:15:27 +02:00
|
|
|
costResult.CharacterID = fmt.Sprintf("%d", char.ID)
|
2025-07-25 14:00:56 +02:00
|
|
|
costResult.CharacterClass = characterClass
|
|
|
|
|
costResult.SkillName = request.Name
|
|
|
|
|
|
2025-08-02 07:15:27 +02:00
|
|
|
err = gsmaster.GetLernCostNextLevelOld(&tempRequest, &costResult, request.Reward, nextLevel, char.Rasse)
|
2025-07-25 14:00:56 +02:00
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, fmt.Sprintf("Fehler bei Level %d: %v", nextLevel, err))
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Addiere die Kosten
|
|
|
|
|
totalEP += costResult.EP
|
|
|
|
|
totalGold += costResult.GoldCost
|
2025-07-26 15:12:43 +02:00
|
|
|
totalPP += costResult.PPUsed
|
2025-07-25 14:00:56 +02:00
|
|
|
|
|
|
|
|
tempLevel++
|
2025-07-24 07:39:43 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Prüfe, ob genügend EP vorhanden sind
|
2025-08-02 07:15:27 +02:00
|
|
|
currentEP := char.Erfahrungsschatz.EP
|
2025-07-25 14:00:56 +02:00
|
|
|
if currentEP < totalEP {
|
2025-07-24 07:39:43 +02:00
|
|
|
respondWithError(c, http.StatusBadRequest, "Nicht genügend Erfahrungspunkte vorhanden")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Prüfe, ob genügend Gold vorhanden ist
|
2025-08-02 07:15:27 +02:00
|
|
|
currentGold := char.Vermoegen.Goldstücke
|
2025-07-25 14:00:56 +02:00
|
|
|
if currentGold < totalGold {
|
2025-07-24 07:39:43 +02:00
|
|
|
respondWithError(c, http.StatusBadRequest, "Nicht genügend Gold vorhanden")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
2025-07-26 15:12:43 +02:00
|
|
|
// Prüfe, ob genügend PP vorhanden sind (PP der jeweiligen Fertigkeit)
|
|
|
|
|
currentPP := 0
|
2025-08-02 07:15:27 +02:00
|
|
|
for _, skill := range char.Fertigkeiten {
|
2025-07-26 15:12:43 +02:00
|
|
|
if skill.Name == request.Name {
|
|
|
|
|
currentPP = skill.Pp
|
|
|
|
|
break
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// Falls nicht in normalen Fertigkeiten gefunden, prüfe Waffenfertigkeiten
|
|
|
|
|
if currentPP == 0 {
|
2025-08-02 07:15:27 +02:00
|
|
|
for _, skill := range char.Waffenfertigkeiten {
|
2025-07-26 15:12:43 +02:00
|
|
|
if skill.Name == request.Name {
|
|
|
|
|
currentPP = skill.Pp
|
|
|
|
|
break
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if totalPP > 0 && currentPP < totalPP {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, "Nicht genügend Praxispunkte vorhanden")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
2025-07-24 07:39:43 +02:00
|
|
|
// EP abziehen und Audit-Log erstellen
|
2025-07-25 14:00:56 +02:00
|
|
|
newEP := currentEP - totalEP
|
|
|
|
|
if totalEP > 0 {
|
|
|
|
|
// Erstelle Notiz für Multi-Level Improvement
|
|
|
|
|
levelCount := finalLevel - currentLevel
|
|
|
|
|
var notes string
|
|
|
|
|
if levelCount > 1 {
|
|
|
|
|
notes = fmt.Sprintf("Fertigkeit '%s' von %d auf %d verbessert (%d Level)", request.Name, currentLevel, finalLevel, levelCount)
|
|
|
|
|
} else {
|
|
|
|
|
notes = fmt.Sprintf("Fertigkeit '%s' von %d auf %d verbessert", request.Name, currentLevel, finalLevel)
|
2025-07-24 07:39:43 +02:00
|
|
|
}
|
|
|
|
|
|
2025-08-02 07:15:27 +02:00
|
|
|
err = CreateAuditLogEntry(char.ID, "experience_points", currentEP, newEP, ReasonSkillImprovement, 0, notes)
|
2025-07-24 07:39:43 +02:00
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Erstellen des Audit-Log-Eintrags")
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-08-02 07:15:27 +02:00
|
|
|
char.Erfahrungsschatz.EP = newEP
|
|
|
|
|
if err := database.DB.Save(&char.Erfahrungsschatz).Error; err != nil {
|
2025-07-26 15:12:43 +02:00
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Speichern der Erfahrungspunkte")
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-07-24 07:39:43 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Gold abziehen und Audit-Log erstellen
|
2025-07-25 14:00:56 +02:00
|
|
|
newGold := currentGold - totalGold
|
|
|
|
|
if totalGold > 0 {
|
2025-07-24 07:39:43 +02:00
|
|
|
notes := fmt.Sprintf("Gold für Verbesserung von '%s' ausgegeben", request.Name)
|
|
|
|
|
|
2025-08-02 07:15:27 +02:00
|
|
|
err = CreateAuditLogEntry(char.ID, "gold", currentGold, newGold, ReasonSkillImprovement, 0, notes)
|
2025-07-24 07:39:43 +02:00
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Erstellen des Audit-Log-Eintrags")
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-08-02 07:15:27 +02:00
|
|
|
char.Vermoegen.Goldstücke = newGold
|
|
|
|
|
if err := database.DB.Save(&char.Vermoegen).Error; err != nil {
|
2025-07-26 15:12:43 +02:00
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Speichern des Vermögens")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// PP abziehen wenn verwendet (PP der jeweiligen Fertigkeit)
|
|
|
|
|
if totalPP > 0 {
|
|
|
|
|
// Finde die richtige Fertigkeit und ziehe PP ab
|
2025-08-02 07:15:27 +02:00
|
|
|
for i := range char.Fertigkeiten {
|
|
|
|
|
if char.Fertigkeiten[i].Name == request.Name {
|
|
|
|
|
char.Fertigkeiten[i].Pp -= totalPP
|
|
|
|
|
if err := database.DB.Save(&char.Fertigkeiten[i]).Error; err != nil {
|
2025-07-26 15:12:43 +02:00
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Aktualisieren der Praxispunkte")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
break
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// Falls nicht in normalen Fertigkeiten gefunden, prüfe Waffenfertigkeiten
|
2025-08-02 07:15:27 +02:00
|
|
|
for i := range char.Waffenfertigkeiten {
|
|
|
|
|
if char.Waffenfertigkeiten[i].Name == request.Name {
|
|
|
|
|
char.Waffenfertigkeiten[i].Pp -= totalPP
|
|
|
|
|
if err := database.DB.Save(&char.Waffenfertigkeiten[i]).Error; err != nil {
|
2025-07-26 15:12:43 +02:00
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Aktualisieren der Praxispunkte")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
break
|
|
|
|
|
}
|
|
|
|
|
}
|
2025-07-24 07:39:43 +02:00
|
|
|
}
|
|
|
|
|
|
2025-07-26 15:12:43 +02:00
|
|
|
// Aktualisiere die Fertigkeit mit dem neuen Level
|
2025-08-02 07:15:27 +02:00
|
|
|
if err := updateOrCreateSkill(&char, request.Name, finalLevel); err != nil {
|
2025-07-26 15:12:43 +02:00
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Aktualisieren der Fertigkeit: "+err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-07-24 07:39:43 +02:00
|
|
|
|
|
|
|
|
// Charakter speichern
|
2025-08-02 07:15:27 +02:00
|
|
|
if err := database.DB.Save(&char).Error; err != nil {
|
2025-07-24 07:39:43 +02:00
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Speichern des Charakters")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
2025-07-25 14:00:56 +02:00
|
|
|
// Response für Multi-Level oder Single-Level
|
|
|
|
|
response := gin.H{
|
2025-07-24 07:39:43 +02:00
|
|
|
"message": "Fertigkeit erfolgreich verbessert",
|
|
|
|
|
"skill_name": request.Name,
|
|
|
|
|
"from_level": currentLevel,
|
2025-07-25 14:00:56 +02:00
|
|
|
"to_level": finalLevel,
|
|
|
|
|
"ep_cost": totalEP,
|
|
|
|
|
"gold_cost": totalGold,
|
2025-07-24 07:39:43 +02:00
|
|
|
"remaining_ep": newEP,
|
|
|
|
|
"remaining_gold": newGold,
|
2025-07-25 14:00:56 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Füge Multi-Level-spezifische Informationen hinzu
|
|
|
|
|
levelCount := finalLevel - currentLevel
|
|
|
|
|
if levelCount > 1 {
|
|
|
|
|
// Erstelle Array der gelernten Level für Kompatibilität
|
|
|
|
|
var levelsLearned []int
|
|
|
|
|
for i := currentLevel + 1; i <= finalLevel; i++ {
|
|
|
|
|
levelsLearned = append(levelsLearned, i)
|
|
|
|
|
}
|
|
|
|
|
response["levels_learned"] = levelsLearned
|
|
|
|
|
response["level_count"] = levelCount
|
|
|
|
|
response["multi_level"] = true
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
c.JSON(http.StatusOK, response)
|
2025-07-24 07:39:43 +02:00
|
|
|
}
|
|
|
|
|
|
2025-08-01 13:53:10 +02:00
|
|
|
// LearnSpellOld is deprecated. Use LearnSpell instead.
|
|
|
|
|
// This function uses the old hardcoded learning cost system.
|
2025-08-01 06:27:38 +02:00
|
|
|
// LearnSpellOld lernt einen neuen Zauber und erstellt Audit-Log-Einträge
|
|
|
|
|
func LearnSpellOld(c *gin.Context) {
|
2025-07-24 07:39:43 +02:00
|
|
|
charID := c.Param("id")
|
2025-07-28 21:35:29 +02:00
|
|
|
var character models.Char
|
2025-07-24 07:39:43 +02:00
|
|
|
|
|
|
|
|
if err := character.FirstID(charID); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusNotFound, "Charakter nicht gefunden")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var request LearnSpellRequest
|
|
|
|
|
if err := c.ShouldBindJSON(&request); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, "Ungültige Anfrageparameter: "+err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Berechne Kosten mit GetSkillCost
|
|
|
|
|
costRequest := SkillCostRequest{
|
|
|
|
|
Name: request.Name,
|
|
|
|
|
Type: "spell",
|
|
|
|
|
Action: "learn",
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-01 06:27:38 +02:00
|
|
|
cost, _, _, err := calculateSingleCostOld(&character, &costRequest)
|
2025-07-24 07:39:43 +02:00
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, "Fehler bei der Kostenberechnung: "+err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Prüfe, ob genügend EP vorhanden sind
|
2025-07-25 20:43:28 +02:00
|
|
|
currentEP := character.Erfahrungsschatz.EP
|
2025-07-24 07:39:43 +02:00
|
|
|
if currentEP < cost.Ep {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, "Nicht genügend Erfahrungspunkte vorhanden")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// EP abziehen und Audit-Log erstellen
|
|
|
|
|
newEP := currentEP - cost.Ep
|
|
|
|
|
if cost.Ep > 0 {
|
|
|
|
|
notes := fmt.Sprintf("Zauber '%s' gelernt", request.Name)
|
|
|
|
|
if request.Notes != "" {
|
|
|
|
|
notes += " - " + request.Notes
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
err = CreateAuditLogEntry(character.ID, "experience_points", currentEP, newEP, ReasonSpellLearning, 0, notes)
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Erstellen des Audit-Log-Eintrags")
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-07-25 20:43:28 +02:00
|
|
|
character.Erfahrungsschatz.EP = newEP
|
2025-07-24 07:39:43 +02:00
|
|
|
}
|
|
|
|
|
|
2025-07-26 15:12:43 +02:00
|
|
|
// Füge den Zauber zum Charakter hinzu
|
|
|
|
|
if err := addSpellToCharacter(&character, request.Name); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Hinzufügen des Zaubers: "+err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-07-24 07:39:43 +02:00
|
|
|
|
|
|
|
|
// Charakter speichern
|
|
|
|
|
if err := database.DB.Save(&character).Error; err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Speichern des Charakters")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
c.JSON(http.StatusOK, gin.H{
|
|
|
|
|
"message": "Zauber erfolgreich gelernt",
|
|
|
|
|
"spell_name": request.Name,
|
|
|
|
|
"ep_cost": cost.Ep,
|
|
|
|
|
"remaining_ep": newEP,
|
|
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-05 21:29:00 +02:00
|
|
|
// validateSpellForLearning validiert Zauber-Namen für neue Zauber (Learning)
|
|
|
|
|
func validateSpellForLearning(char *models.Char, request *gsmaster.LernCostRequest) (string, *models.SpellLearningInfo, int, error) {
|
|
|
|
|
// Verwende Klassenabkürzung wenn der Typ länger als 3 Zeichen ist
|
|
|
|
|
var characterClass string
|
|
|
|
|
if len(char.Typ) > 3 {
|
|
|
|
|
characterClass = gsmaster.GetClassAbbreviationNewSystem(char.Typ)
|
|
|
|
|
} else {
|
|
|
|
|
characterClass = char.Typ
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Normalize spell name (trim whitespace, proper case)
|
|
|
|
|
spellName := strings.TrimSpace(request.Name)
|
|
|
|
|
|
|
|
|
|
spellInfo, err := models.GetSpellLearningInfoNewSystem(spellName, characterClass)
|
|
|
|
|
if err != nil {
|
|
|
|
|
return "", nil, 0, fmt.Errorf("zauber '%s' nicht gefunden oder nicht für Klasse '%s' verfügbar: %v", spellName, characterClass, err)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Für Learning starten wir bei Level 0
|
|
|
|
|
currentLevel := 0
|
|
|
|
|
|
|
|
|
|
// Prüfe, ob der Zauber bereits existiert
|
|
|
|
|
for _, spell := range char.Zauber {
|
|
|
|
|
if spell.Name == request.Name {
|
|
|
|
|
return "", nil, 0, fmt.Errorf("zauber '%s' ist bereits gelernt - Zauber können nicht verbessert werden", request.Name)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return characterClass, spellInfo, currentLevel, nil
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// calculateSpellLearningCosts berechnet die Kosten für das Erlernen eines neuen Zaubers
|
|
|
|
|
func calculateSpellLearningCosts(char *models.Char, request *gsmaster.LernCostRequest, characterClass string, spellInfo *models.SpellLearningInfo, currentLevel, finalLevel int) ([]gsmaster.SkillCostResultNew, int, error) {
|
|
|
|
|
var response []gsmaster.SkillCostResultNew
|
|
|
|
|
var totalEP int
|
|
|
|
|
|
|
|
|
|
// Erstelle cost result structure für Zauber
|
|
|
|
|
costResult := gsmaster.SkillCostResultNew{
|
|
|
|
|
CharacterID: fmt.Sprintf("%d", char.ID),
|
|
|
|
|
CharacterClass: characterClass,
|
|
|
|
|
SkillName: request.Name,
|
|
|
|
|
TargetLevel: finalLevel,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
remainingPP := 0
|
|
|
|
|
remainingGold := 0
|
|
|
|
|
|
|
|
|
|
// Verwende die Spell-spezifische Kostenfunktion
|
|
|
|
|
err := calculateSpellLearnCostNewSystem(request, &costResult, &remainingPP, &remainingGold, spellInfo)
|
|
|
|
|
if err != nil {
|
|
|
|
|
return nil, 0, fmt.Errorf("fehler bei der Kostenberechnung: %v", err)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
response = append(response, costResult)
|
|
|
|
|
totalEP = costResult.EP
|
|
|
|
|
|
|
|
|
|
// Zauber haben normalerweise keine Gold- oder PP-Kosten
|
|
|
|
|
return response, totalEP, nil
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// LearnSpell lernt einen neuen Zauber und erstellt Audit-Log-Einträge
|
|
|
|
|
func LearnSpell(c *gin.Context) {
|
2025-08-08 06:35:11 +02:00
|
|
|
char_ID := c.Param("id")
|
|
|
|
|
/*
|
|
|
|
|
var character models.Char
|
2025-08-05 21:29:00 +02:00
|
|
|
|
2025-08-08 06:35:11 +02:00
|
|
|
if err := character.FirstID(charID); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusNotFound, "Charakter nicht gefunden")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
*/
|
|
|
|
|
charIDInt, err := strconv.Atoi(char_ID)
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, "Ungültige Charakter-ID")
|
2025-08-05 21:29:00 +02:00
|
|
|
return
|
|
|
|
|
}
|
2025-08-08 06:35:11 +02:00
|
|
|
charID := uint(charIDInt)
|
2025-08-05 21:29:00 +02:00
|
|
|
|
2025-08-08 06:35:11 +02:00
|
|
|
var lernRequest gsmaster.LernCostRequest
|
|
|
|
|
if err := c.ShouldBindJSON(&lernRequest); err != nil {
|
2025-08-05 21:29:00 +02:00
|
|
|
respondWithError(c, http.StatusBadRequest, "Ungültige Anfrageparameter: "+err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-08 06:35:11 +02:00
|
|
|
// Setze die CharId aus der URL, falls sie nicht im Request enthalten ist
|
|
|
|
|
if lernRequest.CharId == 0 {
|
|
|
|
|
lernRequest.CharId = charID
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Setze Standard-Werte für Spell Learning falls nicht gesetzt
|
|
|
|
|
if lernRequest.Type == "" {
|
|
|
|
|
lernRequest.Type = "spell"
|
|
|
|
|
}
|
|
|
|
|
if lernRequest.Action == "" {
|
|
|
|
|
lernRequest.Action = "learn"
|
|
|
|
|
}
|
|
|
|
|
if lernRequest.CurrentLevel == 0 && lernRequest.TargetLevel == 0 {
|
|
|
|
|
lernRequest.CurrentLevel = 0 // Zauber sind nicht gelernt
|
|
|
|
|
lernRequest.TargetLevel = 1 // Zauber werden auf Level 1 gelernt
|
2025-08-05 21:29:00 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 1. Charakter laden
|
|
|
|
|
char, err := loadCharacterForImprovement(lernRequest.CharId)
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusNotFound, "Charakter nicht gefunden")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 2. Zauber validieren (für Learning beginnen wir bei Level 0)
|
|
|
|
|
characterClass, spellInfo, currentLevel, err := validateSpellForLearning(char, &lernRequest)
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
finalLevel := 1 // Zauber werden immer auf Level 1 gelernt
|
|
|
|
|
|
|
|
|
|
// 3. Kosten berechnen (von Level 0 bis 1)
|
|
|
|
|
response, totalEP, err := calculateSpellLearningCosts(char, &lernRequest, characterClass, spellInfo, currentLevel, finalLevel)
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 4. Ressourcen validieren (nur EP für Zauber)
|
|
|
|
|
err = validateResources(char, lernRequest.Name, totalEP, 0, 0) // Gold=0, PP=0 für Zauber
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 5. Ressourcen abziehen
|
|
|
|
|
newEP, _, err := deductResourcesWithAuditReason(char, lernRequest.Name, 1, totalEP, 0, 0, ReasonSpellLearning)
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 6. Zauber hinzufügen
|
|
|
|
|
if err := addSpellToCharacter(char, lernRequest.Name); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Hinzufügen des Zaubers: "+err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 7. Charakter speichern
|
|
|
|
|
if err := database.DB.Save(char).Error; err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Fehler beim Speichern des Charakters")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 8. Response erstellen (kompatibel mit alter Version)
|
|
|
|
|
responseData := gin.H{
|
|
|
|
|
"message": "Zauber erfolgreich gelernt",
|
|
|
|
|
"spell_name": lernRequest.Name,
|
|
|
|
|
"ep_cost": totalEP,
|
|
|
|
|
"remaining_ep": newEP,
|
|
|
|
|
"cost_details": response,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
c.JSON(http.StatusOK, responseData)
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-01 13:53:10 +02:00
|
|
|
// GetRewardTypesOld is deprecated. Use GetRewardTypes instead.
|
|
|
|
|
// This function provides hardcoded reward type mappings.
|
2025-08-01 06:27:38 +02:00
|
|
|
// GetRewardTypesOld liefert verfügbare Belohnungsarten für ein bestimmtes Lernszenario
|
|
|
|
|
func GetRewardTypesOld(c *gin.Context) {
|
2025-07-24 07:39:43 +02:00
|
|
|
characterID := c.Param("id")
|
|
|
|
|
learningType := c.Query("learning_type") // 'improve', 'learn', 'spell'
|
|
|
|
|
skillName := c.Query("skill_name")
|
|
|
|
|
skillType := c.Query("skill_type") // 'skill', 'weapon', 'spell'
|
|
|
|
|
|
|
|
|
|
// Basis-Belohnungsarten
|
|
|
|
|
rewardTypes := []gin.H{}
|
|
|
|
|
|
|
|
|
|
// Je nach Lerntyp verschiedene Belohnungsarten anbieten
|
|
|
|
|
switch learningType {
|
|
|
|
|
case "learn":
|
2025-07-24 23:57:59 +02:00
|
|
|
// Neue Fertigkeit lernen - noGold Belohnung verfügbar
|
2025-07-24 07:39:43 +02:00
|
|
|
rewardTypes = append(rewardTypes,
|
2025-07-24 23:57:59 +02:00
|
|
|
gin.H{"value": "default", "label": "Standard (EP + Gold)", "description": "Normale EP- und Goldkosten"},
|
|
|
|
|
gin.H{"value": "noGold", "label": "Ohne Gold (nur EP)", "description": "Keine Goldkosten, nur EP als Belohnung"},
|
2025-07-24 07:39:43 +02:00
|
|
|
)
|
|
|
|
|
|
|
|
|
|
case "spell":
|
2025-07-24 23:57:59 +02:00
|
|
|
// Zauber lernen - halveepnoGold verfügbar
|
2025-07-24 07:39:43 +02:00
|
|
|
rewardTypes = append(rewardTypes,
|
2025-07-24 23:57:59 +02:00
|
|
|
gin.H{"value": "default", "label": "Standard (EP)", "description": "Normale EP-Kosten"},
|
|
|
|
|
gin.H{"value": "halveepnoGold", "label": "Halbe EP ohne Gold", "description": "Halbe EP-Kosten, kein Gold als Belohnung"},
|
2025-07-24 07:39:43 +02:00
|
|
|
)
|
|
|
|
|
|
|
|
|
|
case "improve":
|
2025-07-24 23:57:59 +02:00
|
|
|
// Fertigkeit verbessern - halveepnoGold verfügbar
|
2025-07-24 07:39:43 +02:00
|
|
|
rewardTypes = append(rewardTypes,
|
2025-07-24 23:57:59 +02:00
|
|
|
gin.H{"value": "default", "label": "Standard (EP + Gold)", "description": "Normale EP- und Goldkosten"},
|
|
|
|
|
gin.H{"value": "halveepnoGold", "label": "Halbe EP ohne Gold", "description": "Halbe EP-Kosten, kein Gold als Belohnung"},
|
2025-07-24 07:39:43 +02:00
|
|
|
)
|
|
|
|
|
|
|
|
|
|
// Spezielle Optionen für bestimmte Fertigkeiten
|
|
|
|
|
if skillType == "weapon" {
|
|
|
|
|
// Waffenfertigkeiten könnten spezielle Trainingsmethoden haben
|
|
|
|
|
rewardTypes = append(rewardTypes,
|
|
|
|
|
gin.H{"value": "training", "label": "Training mit Meister", "description": "Intensives Training mit einem Waffenmeister"},
|
|
|
|
|
)
|
|
|
|
|
}
|
|
|
|
|
default:
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
c.JSON(http.StatusOK, gin.H{
|
|
|
|
|
"reward_types": rewardTypes,
|
|
|
|
|
"learning_type": learningType,
|
|
|
|
|
"skill_name": skillName,
|
|
|
|
|
"skill_type": skillType,
|
|
|
|
|
"character_id": characterID,
|
|
|
|
|
})
|
|
|
|
|
}
|
2025-07-26 23:15:11 +02:00
|
|
|
|
2025-07-31 11:01:32 +02:00
|
|
|
// GetAvailableSkillsNewSystem gibt alle verfügbaren Fertigkeiten mit Lernkosten zurück (POST mit LernCostRequest)
|
|
|
|
|
func GetAvailableSkillsNewSystem(c *gin.Context) {
|
2025-07-31 10:28:35 +02:00
|
|
|
characterID := c.Param("id")
|
2025-07-31 11:01:32 +02:00
|
|
|
|
|
|
|
|
// Parse LernCostRequest aus POST body
|
|
|
|
|
var baseRequest gsmaster.LernCostRequest
|
|
|
|
|
if err := c.ShouldBindJSON(&baseRequest); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, "Ungültige Anfrageparameter: "+err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-07-31 10:28:35 +02:00
|
|
|
|
|
|
|
|
var character models.Char
|
|
|
|
|
if err := database.DB.Preload("Fertigkeiten").Preload("Erfahrungsschatz").Preload("Vermoegen").First(&character, characterID).Error; err != nil {
|
|
|
|
|
respondWithError(c, http.StatusNotFound, "Character not found")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Hole alle verfügbaren Fertigkeiten aus der gsmaster Datenbank, aber filtere Placeholder aus
|
|
|
|
|
var allSkills []models.Skill
|
|
|
|
|
|
|
|
|
|
allSkills, err := models.SelectSkills("", "")
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Failed to retrieve skills from gsmaster")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
/*if err := database.DB.Where("name != ?", "Placeholder").Find(&allSkills).Error; err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Failed to retrieve skills")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
// Erstelle eine Map der bereits gelernten Fertigkeiten
|
|
|
|
|
learnedSkills := make(map[string]bool)
|
|
|
|
|
for _, skill := range character.Fertigkeiten {
|
|
|
|
|
learnedSkills[skill.Name] = true
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Organisiere Fertigkeiten nach Kategorien
|
|
|
|
|
skillsByCategory := make(map[string][]gin.H)
|
|
|
|
|
|
|
|
|
|
for _, skill := range allSkills {
|
|
|
|
|
// Überspringe bereits gelernte Fertigkeiten
|
|
|
|
|
if learnedSkills[skill.Name] {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
// Überspringe Placeholder-Fertigkeiten (zusätzliche Sicherheit)
|
|
|
|
|
if skill.Name == "Placeholder" {
|
|
|
|
|
continue
|
|
|
|
|
}
|
2025-07-31 11:01:32 +02:00
|
|
|
|
|
|
|
|
// Erstelle LernCostRequest für diese Fertigkeit basierend auf der Basis-Anfrage
|
|
|
|
|
request := baseRequest
|
|
|
|
|
request.CharId = character.ID
|
|
|
|
|
request.Name = skill.Name
|
|
|
|
|
request.CurrentLevel = 0 // Nicht gelernt
|
|
|
|
|
request.TargetLevel = 1 // Auf Level 1 lernen
|
|
|
|
|
request.Type = "skill"
|
|
|
|
|
request.Action = "learn"
|
|
|
|
|
|
|
|
|
|
// Erstelle SkillCostResultNew
|
|
|
|
|
levelResult := gsmaster.SkillCostResultNew{
|
|
|
|
|
CharacterID: fmt.Sprintf("%d", character.ID),
|
2025-08-01 06:27:38 +02:00
|
|
|
CharacterClass: getCharacterClassOld(&character),
|
2025-07-31 11:01:32 +02:00
|
|
|
SkillName: skill.Name,
|
|
|
|
|
TargetLevel: 1,
|
2025-07-31 10:28:35 +02:00
|
|
|
}
|
2025-07-31 11:01:32 +02:00
|
|
|
|
2025-07-31 10:28:35 +02:00
|
|
|
remainingPP := request.UsePP
|
|
|
|
|
remainingGold := request.UseGold
|
2025-07-31 22:49:46 +02:00
|
|
|
|
2025-07-31 13:43:29 +02:00
|
|
|
// Hole die vollständigen Skill-Informationen für die Kostenberechnung
|
2025-08-01 07:19:02 +02:00
|
|
|
skillLearningInfo, err := models.GetSkillCategoryAndDifficultyNewSystem(skill.Name, getCharacterClassOld(&character))
|
2025-07-31 13:43:29 +02:00
|
|
|
if err != nil {
|
|
|
|
|
// Fallback für unbekannte Skills
|
|
|
|
|
skillLearningInfo = &models.SkillLearningInfo{
|
|
|
|
|
SkillName: skill.Name,
|
|
|
|
|
CategoryName: skill.Category,
|
|
|
|
|
LearnCost: 50, // Standard-Lernkosten
|
|
|
|
|
}
|
|
|
|
|
}
|
2025-07-31 11:01:32 +02:00
|
|
|
|
|
|
|
|
// Berechne Lernkosten mit calculateSkillLearnCostNewSystem
|
2025-07-31 13:43:29 +02:00
|
|
|
err = calculateSkillLearnCostNewSystem(&request, &levelResult, &remainingPP, &remainingGold, skillLearningInfo)
|
2025-07-31 11:01:32 +02:00
|
|
|
epCost := 10000 // Fallback-Wert
|
|
|
|
|
goldCost := 50000 // Fallback-Wert
|
2025-07-31 10:28:35 +02:00
|
|
|
if err == nil {
|
|
|
|
|
epCost = levelResult.EP
|
|
|
|
|
goldCost = levelResult.GoldCost
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
skillInfo := gin.H{
|
|
|
|
|
"name": skill.Name,
|
|
|
|
|
"epCost": epCost,
|
|
|
|
|
"goldCost": goldCost,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
category := skill.Category
|
|
|
|
|
if category == "" {
|
|
|
|
|
category = "Sonstige"
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
skillsByCategory[category] = append(skillsByCategory[category], skillInfo)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
c.JSON(http.StatusOK, gin.H{
|
|
|
|
|
"skills_by_category": skillsByCategory,
|
|
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
|
2025-07-31 22:49:46 +02:00
|
|
|
// GetAvailableSpellsNewSystem gibt alle verfügbaren Zauber mit Lernkosten zurück (POST mit LernCostRequest)
|
|
|
|
|
func GetAvailableSpellsNewSystem(c *gin.Context) {
|
2025-08-06 23:05:59 +02:00
|
|
|
//characterID := c.Param("id")
|
2025-07-31 22:49:46 +02:00
|
|
|
|
|
|
|
|
// Parse LernCostRequest aus POST body
|
|
|
|
|
var baseRequest gsmaster.LernCostRequest
|
|
|
|
|
if err := c.ShouldBindJSON(&baseRequest); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, "Ungültige Anfrageparameter: "+err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var character models.Char
|
2025-08-06 23:05:59 +02:00
|
|
|
if err := database.DB.Preload("Zauber").Preload("Erfahrungsschatz").Preload("Vermoegen").First(&character, baseRequest.CharId).Error; err != nil {
|
2025-07-31 22:49:46 +02:00
|
|
|
respondWithError(c, http.StatusNotFound, "Character not found")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-01 06:27:38 +02:00
|
|
|
charakteClass := getCharacterClassOld(&character)
|
2025-07-31 22:49:46 +02:00
|
|
|
// Hole alle verfügbaren Zauber aus der gsmaster Datenbank, aber filtere Placeholder aus
|
|
|
|
|
var allSpells []models.Spell
|
|
|
|
|
|
|
|
|
|
allSpells, err := models.SelectSpells("", "")
|
|
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Failed to retrieve spells from gsmaster")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Erstelle eine Map der bereits gelernten Zauber
|
|
|
|
|
learnedSpells := make(map[string]bool)
|
|
|
|
|
for _, spell := range character.Zauber {
|
|
|
|
|
learnedSpells[spell.Name] = true
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Organisiere Zauber nach Schulen (analog zu Kategorien bei Fertigkeiten)
|
|
|
|
|
spellsBySchool := make(map[string][]gin.H)
|
|
|
|
|
|
|
|
|
|
for _, spell := range allSpells {
|
|
|
|
|
// Überspringe bereits gelernte Zauber
|
|
|
|
|
if learnedSpells[spell.Name] {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
// Überspringe Placeholder-Zauber (zusätzliche Sicherheit)
|
|
|
|
|
if spell.Name == "Placeholder" {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Erstelle LernCostRequest für diesen Zauber basierend auf der Basis-Anfrage
|
|
|
|
|
request := baseRequest
|
|
|
|
|
request.CharId = character.ID
|
|
|
|
|
request.Name = spell.Name
|
|
|
|
|
request.CurrentLevel = 0 // Nicht gelernt
|
|
|
|
|
request.TargetLevel = 1 // Auf Level 1 lernen
|
|
|
|
|
request.Type = "spell"
|
|
|
|
|
request.Action = "learn"
|
|
|
|
|
|
|
|
|
|
// Erstelle SkillCostResultNew
|
|
|
|
|
levelResult := gsmaster.SkillCostResultNew{
|
|
|
|
|
CharacterID: fmt.Sprintf("%d", character.ID),
|
|
|
|
|
CharacterClass: charakteClass,
|
|
|
|
|
SkillName: spell.Name,
|
|
|
|
|
TargetLevel: 1,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
remainingPP := request.UsePP
|
|
|
|
|
remainingGold := request.UseGold
|
|
|
|
|
|
|
|
|
|
// Hole die vollständigen Spell-Informationen für die Kostenberechnung
|
|
|
|
|
spellLearningInfo, err := models.GetSpellLearningInfoNewSystem(spell.Name, charakteClass)
|
|
|
|
|
if err != nil {
|
|
|
|
|
// Fallback für unbekannte Zauber
|
|
|
|
|
spellLearningInfo = &models.SpellLearningInfo{
|
|
|
|
|
SpellName: spell.Name,
|
|
|
|
|
SpellLevel: spell.Stufe,
|
|
|
|
|
SchoolName: spell.Category,
|
|
|
|
|
LERequired: 20, // Standard-Lernkosten für Zauber
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Berechne Lernkosten mit calculateSpellLearnCostNewSystem
|
|
|
|
|
err = calculateSpellLearnCostNewSystem(&request, &levelResult, &remainingPP, &remainingGold, spellLearningInfo)
|
|
|
|
|
epCost := 10000 // Fallback-Wert
|
|
|
|
|
goldCost := 50000 // Fallback-Wert
|
|
|
|
|
if err == nil {
|
|
|
|
|
epCost = levelResult.EP
|
|
|
|
|
goldCost = levelResult.GoldCost
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
spellInfo := gin.H{
|
|
|
|
|
"name": spell.Name,
|
|
|
|
|
"level": spell.Stufe,
|
|
|
|
|
"epCost": epCost,
|
|
|
|
|
"goldCost": goldCost,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
school := spell.Category
|
|
|
|
|
if school == "" {
|
|
|
|
|
school = "Sonstige"
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
spellsBySchool[school] = append(spellsBySchool[school], spellInfo)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
c.JSON(http.StatusOK, gin.H{
|
|
|
|
|
"spells_by_school": spellsBySchool,
|
|
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-07 10:23:49 +02:00
|
|
|
// GetSpellDetails gibt detaillierte Informationen zu einem bestimmten Zauber zurück
|
|
|
|
|
func GetSpellDetails(c *gin.Context) {
|
|
|
|
|
spellName := c.Query("name")
|
|
|
|
|
if spellName == "" {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, "Zaubername ist erforderlich")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Lade den Zauber aus der Datenbank
|
|
|
|
|
var spell models.Spell
|
|
|
|
|
if err := database.DB.Where("name = ?", spellName).First(&spell).Error; err != nil {
|
|
|
|
|
respondWithError(c, http.StatusNotFound, "Zauber nicht gefunden")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Erstelle Response mit allen verfügbaren Details
|
|
|
|
|
spellDetails := gin.H{
|
|
|
|
|
"id": spell.ID,
|
|
|
|
|
"name": spell.Name,
|
|
|
|
|
"beschreibung": spell.Beschreibung,
|
|
|
|
|
"level": spell.Stufe,
|
|
|
|
|
"bonus": spell.Bonus,
|
|
|
|
|
"ap": spell.AP,
|
|
|
|
|
"art": spell.Art,
|
|
|
|
|
"zauberdauer": spell.Zauberdauer,
|
|
|
|
|
"reichweite": spell.Reichweite,
|
|
|
|
|
"wirkungsziel": spell.Wirkungsziel,
|
|
|
|
|
"wirkungsbereich": spell.Wirkungsbereich,
|
|
|
|
|
"wirkungsdauer": spell.Wirkungsdauer,
|
|
|
|
|
"ursprung": spell.Ursprung,
|
|
|
|
|
"category": spell.Category,
|
|
|
|
|
"learning_category": spell.LearningCategory,
|
|
|
|
|
"quelle": spell.Quelle,
|
|
|
|
|
"page_number": spell.PageNumber,
|
|
|
|
|
"game_system": spell.GameSystem,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
c.JSON(http.StatusOK, gin.H{
|
|
|
|
|
"spell": spellDetails,
|
|
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-01 13:53:10 +02:00
|
|
|
// GetAvailableSkillsOld is deprecated. Use GetAvailableSkillsNewSystem instead.
|
|
|
|
|
// This function uses the old hardcoded learning cost system.
|
2025-08-01 06:27:38 +02:00
|
|
|
// GetAvailableSkillsOld gibt alle verfügbaren Fertigkeiten mit Lernkosten zurück
|
|
|
|
|
func GetAvailableSkillsOld(c *gin.Context) {
|
2025-07-26 23:15:11 +02:00
|
|
|
characterID := c.Param("id")
|
|
|
|
|
rewardType := c.Query("reward_type")
|
|
|
|
|
|
2025-07-28 21:35:29 +02:00
|
|
|
var character models.Char
|
2025-07-26 23:15:11 +02:00
|
|
|
if err := database.DB.Preload("Fertigkeiten").Preload("Erfahrungsschatz").Preload("Vermoegen").First(&character, characterID).Error; err != nil {
|
|
|
|
|
respondWithError(c, http.StatusNotFound, "Character not found")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Hole alle verfügbaren Fertigkeiten aus der gsmaster Datenbank, aber filtere Placeholder aus
|
2025-07-27 23:13:04 +02:00
|
|
|
var allSkills []models.Skill
|
2025-07-27 14:11:19 +02:00
|
|
|
|
2025-07-27 23:13:04 +02:00
|
|
|
allSkills, err := models.SelectSkills("", "")
|
2025-07-27 14:11:19 +02:00
|
|
|
if err != nil {
|
|
|
|
|
respondWithError(c, http.StatusInternalServerError, "Failed to retrieve skills from gsmaster")
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
/*if err := database.DB.Where("name != ?", "Placeholder").Find(&allSkills).Error; err != nil {
|
2025-07-26 23:15:11 +02:00
|
|
|
respondWithError(c, http.StatusInternalServerError, "Failed to retrieve skills")
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-07-27 14:11:19 +02:00
|
|
|
*/
|
2025-07-26 23:15:11 +02:00
|
|
|
|
|
|
|
|
// Erstelle eine Map der bereits gelernten Fertigkeiten
|
|
|
|
|
learnedSkills := make(map[string]bool)
|
|
|
|
|
for _, skill := range character.Fertigkeiten {
|
|
|
|
|
learnedSkills[skill.Name] = true
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Organisiere Fertigkeiten nach Kategorien
|
|
|
|
|
skillsByCategory := make(map[string][]gin.H)
|
|
|
|
|
|
|
|
|
|
for _, skill := range allSkills {
|
|
|
|
|
// Überspringe bereits gelernte Fertigkeiten
|
|
|
|
|
if learnedSkills[skill.Name] {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Überspringe Placeholder-Fertigkeiten (zusätzliche Sicherheit)
|
|
|
|
|
if skill.Name == "Placeholder" {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Berechne Lernkosten mit GetLernCostNextLevel
|
2025-08-01 06:27:38 +02:00
|
|
|
epCost, goldCost := calculateSkillLearningCostsOld(skill, character, rewardType)
|
2025-07-26 23:15:11 +02:00
|
|
|
|
|
|
|
|
skillInfo := gin.H{
|
|
|
|
|
"name": skill.Name,
|
|
|
|
|
"epCost": epCost,
|
|
|
|
|
"goldCost": goldCost,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
category := skill.Category
|
|
|
|
|
if category == "" {
|
|
|
|
|
category = "Sonstige"
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
skillsByCategory[category] = append(skillsByCategory[category], skillInfo)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
c.JSON(http.StatusOK, gin.H{
|
|
|
|
|
"skills_by_category": skillsByCategory,
|
|
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-01 13:53:10 +02:00
|
|
|
// calculateSkillLearningCostsOld is deprecated. Use calculateSkillLearnCostNewSystem instead.
|
|
|
|
|
// This function uses the old hardcoded learning cost system.
|
2025-08-01 06:27:38 +02:00
|
|
|
// calculateSkillLearningCostsOld berechnet die EP- und Goldkosten für das Lernen einer Fertigkeit mit GetLernCostNextLevel
|
|
|
|
|
func calculateSkillLearningCostsOld(skill models.Skill, character models.Char, rewardType string) (int, int) {
|
2025-07-26 23:15:11 +02:00
|
|
|
// Erstelle LernCostRequest für das Lernen (Level 0 -> 1)
|
|
|
|
|
var rewardTypePtr *string
|
|
|
|
|
if rewardType != "" && rewardType != "default" {
|
|
|
|
|
rewardTypePtr = &rewardType
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
request := gsmaster.LernCostRequest{
|
|
|
|
|
CharId: character.ID,
|
|
|
|
|
Name: skill.Name,
|
|
|
|
|
CurrentLevel: 0, // Nicht gelernt
|
|
|
|
|
TargetLevel: 1, // Auf Level 1 lernen
|
|
|
|
|
Type: "skill",
|
|
|
|
|
Action: "learn",
|
|
|
|
|
UsePP: 0,
|
|
|
|
|
UseGold: 0,
|
|
|
|
|
Reward: rewardTypePtr,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Erstelle SkillCostResultNew
|
|
|
|
|
costResult := gsmaster.SkillCostResultNew{
|
|
|
|
|
CharacterID: fmt.Sprintf("%d", character.ID),
|
2025-08-01 06:27:38 +02:00
|
|
|
CharacterClass: getCharacterClassOld(&character),
|
2025-07-26 23:15:11 +02:00
|
|
|
SkillName: skill.Name,
|
|
|
|
|
Category: skill.Category,
|
|
|
|
|
Difficulty: skill.Difficulty,
|
|
|
|
|
TargetLevel: 1,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Berechne Kosten mit GetLernCostNextLevel
|
2025-08-01 06:27:38 +02:00
|
|
|
err := gsmaster.GetLernCostNextLevelOld(&request, &costResult, rewardTypePtr, 1, character.Typ)
|
2025-07-26 23:15:11 +02:00
|
|
|
if err != nil {
|
|
|
|
|
// Fallback zu Standard-Kosten bei Fehler
|
|
|
|
|
epCost := 100
|
|
|
|
|
goldCost := 50
|
|
|
|
|
|
|
|
|
|
return epCost, goldCost
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return costResult.EP, costResult.GoldCost
|
|
|
|
|
}
|
2025-08-08 06:39:46 +02:00
|
|
|
|
|
|
|
|
// Character Creation Session Management
|
|
|
|
|
|
|
|
|
|
// CreateCharacterSession erstellt eine neue Charakter-Erstellungssession
|
|
|
|
|
func CreateCharacterSession(c *gin.Context) {
|
2025-08-08 22:37:55 +02:00
|
|
|
userID := c.GetUint("userID")
|
|
|
|
|
|
|
|
|
|
if userID == 0 {
|
|
|
|
|
c.JSON(http.StatusUnauthorized, gin.H{"error": "Unauthorized"})
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-08-08 06:39:46 +02:00
|
|
|
|
|
|
|
|
sessionID := fmt.Sprintf("char_create_%d_%d", userID, time.Now().Unix())
|
|
|
|
|
|
2025-08-08 22:37:55 +02:00
|
|
|
session := models.CharacterCreationSession{
|
2025-08-08 06:39:46 +02:00
|
|
|
ID: sessionID,
|
|
|
|
|
UserID: userID,
|
2025-08-08 22:37:55 +02:00
|
|
|
Name: "",
|
|
|
|
|
Rasse: "",
|
|
|
|
|
Typ: "",
|
|
|
|
|
Herkunft: "",
|
|
|
|
|
Glaube: "",
|
|
|
|
|
Attributes: models.AttributesData{},
|
|
|
|
|
DerivedValues: models.DerivedValuesData{},
|
|
|
|
|
Skills: []models.CharacterCreationSkill{},
|
|
|
|
|
Spells: []models.CharacterCreationSpell{},
|
|
|
|
|
SkillPoints: models.SkillPointsData{},
|
2025-08-08 06:39:46 +02:00
|
|
|
CreatedAt: time.Now(),
|
|
|
|
|
UpdatedAt: time.Now(),
|
|
|
|
|
ExpiresAt: time.Now().AddDate(0, 0, 14), // 14 Tage
|
|
|
|
|
CurrentStep: 1,
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-08 22:37:55 +02:00
|
|
|
// Session in Datenbank speichern
|
|
|
|
|
err := database.DB.Create(&session).Error
|
|
|
|
|
if err != nil {
|
|
|
|
|
c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to create session"})
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-08-08 06:39:46 +02:00
|
|
|
|
|
|
|
|
c.JSON(http.StatusCreated, gin.H{
|
|
|
|
|
"session_id": sessionID,
|
|
|
|
|
"expires_at": session.ExpiresAt,
|
|
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ListCharacterSessions gibt alle aktiven Sessions für einen Benutzer zurück
|
|
|
|
|
func ListCharacterSessions(c *gin.Context) {
|
2025-08-08 22:37:55 +02:00
|
|
|
userID := c.GetUint("userID")
|
|
|
|
|
|
|
|
|
|
if userID == 0 {
|
|
|
|
|
c.JSON(http.StatusUnauthorized, gin.H{"error": "Unauthorized"})
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Sessions aus Datenbank laden
|
|
|
|
|
sessions, err := models.GetUserSessions(database.DB, userID)
|
|
|
|
|
if err != nil {
|
|
|
|
|
c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to load sessions"})
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Sessions für Frontend formatieren
|
|
|
|
|
var formattedSessions []gin.H
|
|
|
|
|
for _, session := range sessions {
|
|
|
|
|
// Schritt-Text bestimmen
|
|
|
|
|
progressText := getProgressText(session.CurrentStep)
|
|
|
|
|
|
|
|
|
|
formattedSessions = append(formattedSessions, gin.H{
|
|
|
|
|
"session_id": session.ID,
|
|
|
|
|
"name": session.Name,
|
|
|
|
|
"rasse": session.Rasse,
|
|
|
|
|
"typ": session.Typ,
|
|
|
|
|
"current_step": session.CurrentStep,
|
2025-08-08 06:39:46 +02:00
|
|
|
"total_steps": 5,
|
2025-08-08 22:37:55 +02:00
|
|
|
"created_at": session.CreatedAt,
|
|
|
|
|
"updated_at": session.UpdatedAt,
|
|
|
|
|
"expires_at": session.ExpiresAt,
|
|
|
|
|
"progress_text": progressText,
|
|
|
|
|
})
|
2025-08-08 06:39:46 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
c.JSON(http.StatusOK, gin.H{
|
2025-08-08 22:37:55 +02:00
|
|
|
"sessions": formattedSessions,
|
|
|
|
|
"count": len(formattedSessions),
|
2025-08-08 06:39:46 +02:00
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-08 22:37:55 +02:00
|
|
|
// getProgressText gibt den Schritt-Text für die Frontend-Anzeige zurück
|
|
|
|
|
func getProgressText(step int) string {
|
|
|
|
|
switch step {
|
|
|
|
|
case 1:
|
|
|
|
|
return "Grundinformationen"
|
|
|
|
|
case 2:
|
|
|
|
|
return "Attribute"
|
|
|
|
|
case 3:
|
|
|
|
|
return "Abgeleitete Werte"
|
|
|
|
|
case 4:
|
|
|
|
|
return "Fertigkeiten"
|
|
|
|
|
case 5:
|
|
|
|
|
return "Zauber"
|
|
|
|
|
default:
|
|
|
|
|
return "Unbekannt"
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-08 06:39:46 +02:00
|
|
|
// GetCharacterSession gibt Session-Daten zurück
|
|
|
|
|
func GetCharacterSession(c *gin.Context) {
|
|
|
|
|
sessionID := c.Param("sessionId")
|
2025-08-08 22:37:55 +02:00
|
|
|
userID := c.GetUint("userID")
|
|
|
|
|
|
|
|
|
|
if userID == 0 {
|
|
|
|
|
c.JSON(http.StatusUnauthorized, gin.H{"error": "Unauthorized"})
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-08-08 06:39:46 +02:00
|
|
|
|
2025-08-08 22:37:55 +02:00
|
|
|
// Session aus Datenbank laden
|
|
|
|
|
var session models.CharacterCreationSession
|
|
|
|
|
err := database.DB.Where("id = ? AND user_id = ?", sessionID, userID).First(&session).Error
|
|
|
|
|
if err != nil {
|
|
|
|
|
c.JSON(http.StatusNotFound, gin.H{"error": "Session not found"})
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Prüfen ob Session noch gültig ist
|
|
|
|
|
if session.ExpiresAt.Before(time.Now()) {
|
|
|
|
|
// Abgelaufene Session löschen
|
|
|
|
|
database.DB.Delete(&session)
|
|
|
|
|
c.JSON(http.StatusGone, gin.H{"error": "Session expired"})
|
|
|
|
|
return
|
2025-08-08 06:39:46 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
c.JSON(http.StatusOK, session)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// UpdateCharacterBasicInfo Request
|
|
|
|
|
type UpdateBasicInfoRequest struct {
|
|
|
|
|
Name string `json:"name" binding:"required,min=2,max=50"`
|
|
|
|
|
Rasse string `json:"rasse" binding:"required"`
|
|
|
|
|
Typ string `json:"typ" binding:"required"`
|
|
|
|
|
Herkunft string `json:"herkunft" binding:"required"`
|
|
|
|
|
Glaube string `json:"glaube"`
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// UpdateCharacterBasicInfo speichert Grundinformationen
|
|
|
|
|
func UpdateCharacterBasicInfo(c *gin.Context) {
|
|
|
|
|
sessionID := c.Param("sessionId")
|
2025-08-08 22:37:55 +02:00
|
|
|
userID := c.GetUint("userID")
|
|
|
|
|
|
|
|
|
|
if userID == 0 {
|
|
|
|
|
c.JSON(http.StatusUnauthorized, gin.H{"error": "Unauthorized"})
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-08-08 06:39:46 +02:00
|
|
|
|
|
|
|
|
var request UpdateBasicInfoRequest
|
|
|
|
|
if err := c.ShouldBindJSON(&request); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, "Ungültige Eingabedaten: "+err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-08 22:37:55 +02:00
|
|
|
// Session aus Datenbank laden
|
|
|
|
|
var session models.CharacterCreationSession
|
|
|
|
|
err := database.DB.Where("id = ? AND user_id = ?", sessionID, userID).First(&session).Error
|
|
|
|
|
if err != nil {
|
|
|
|
|
c.JSON(http.StatusNotFound, gin.H{"error": "Session not found"})
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Grundinformationen aktualisieren
|
|
|
|
|
session.Name = request.Name
|
|
|
|
|
session.Rasse = request.Rasse
|
|
|
|
|
session.Typ = request.Typ
|
|
|
|
|
session.Herkunft = request.Herkunft
|
|
|
|
|
session.Glaube = request.Glaube
|
|
|
|
|
session.CurrentStep = 2
|
|
|
|
|
session.UpdatedAt = time.Now()
|
|
|
|
|
|
|
|
|
|
// Session in Datenbank aktualisieren
|
|
|
|
|
err = database.DB.Save(&session).Error
|
|
|
|
|
if err != nil {
|
|
|
|
|
c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to update session"})
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-08 06:39:46 +02:00
|
|
|
c.JSON(http.StatusOK, gin.H{
|
|
|
|
|
"message": "Grundinformationen gespeichert",
|
|
|
|
|
"session_id": sessionID,
|
|
|
|
|
"current_step": 2,
|
|
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// UpdateAttributesRequest
|
|
|
|
|
type UpdateAttributesRequest struct {
|
|
|
|
|
ST int `json:"st" binding:"required,min=1,max=100"` // Stärke
|
|
|
|
|
GS int `json:"gs" binding:"required,min=1,max=100"` // Geschicklichkeit
|
|
|
|
|
GW int `json:"gw" binding:"required,min=1,max=100"` // Gewandtheit
|
|
|
|
|
KO int `json:"ko" binding:"required,min=1,max=100"` // Konstitution
|
|
|
|
|
IN int `json:"in" binding:"required,min=1,max=100"` // Intelligenz
|
|
|
|
|
ZT int `json:"zt" binding:"required,min=1,max=100"` // Zaubertalent
|
|
|
|
|
AU int `json:"au" binding:"required,min=1,max=100"` // Ausstrahlung
|
|
|
|
|
PA int `json:"pa" binding:"required,min=1,max=100"` // Psi-Kraft
|
|
|
|
|
WK int `json:"wk" binding:"required,min=1,max=100"` // Willenskraft
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// UpdateCharacterAttributes speichert Grundwerte
|
|
|
|
|
func UpdateCharacterAttributes(c *gin.Context) {
|
|
|
|
|
sessionID := c.Param("sessionId")
|
2025-08-08 22:37:55 +02:00
|
|
|
userID := c.GetUint("userID")
|
|
|
|
|
|
|
|
|
|
if userID == 0 {
|
|
|
|
|
c.JSON(http.StatusUnauthorized, gin.H{"error": "Unauthorized"})
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-08-08 06:39:46 +02:00
|
|
|
|
|
|
|
|
var request UpdateAttributesRequest
|
|
|
|
|
if err := c.ShouldBindJSON(&request); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, "Ungültige Attributswerte: "+err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-08 22:37:55 +02:00
|
|
|
// Session aus Datenbank laden
|
|
|
|
|
var session models.CharacterCreationSession
|
|
|
|
|
err := database.DB.Where("id = ? AND user_id = ?", sessionID, userID).First(&session).Error
|
|
|
|
|
if err != nil {
|
|
|
|
|
c.JSON(http.StatusNotFound, gin.H{"error": "Session not found"})
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Attribute aktualisieren
|
|
|
|
|
session.Attributes = models.AttributesData{
|
|
|
|
|
ST: request.ST,
|
|
|
|
|
GS: request.GS,
|
|
|
|
|
GW: request.GW,
|
|
|
|
|
KO: request.KO,
|
|
|
|
|
IN: request.IN,
|
|
|
|
|
ZT: request.ZT,
|
|
|
|
|
AU: request.AU,
|
|
|
|
|
PA: request.PA,
|
|
|
|
|
WK: request.WK,
|
|
|
|
|
}
|
|
|
|
|
session.CurrentStep = 3
|
|
|
|
|
session.UpdatedAt = time.Now()
|
|
|
|
|
|
|
|
|
|
// Session in Datenbank aktualisieren
|
|
|
|
|
err = database.DB.Save(&session).Error
|
|
|
|
|
if err != nil {
|
|
|
|
|
c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to update session"})
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-08 06:39:46 +02:00
|
|
|
c.JSON(http.StatusOK, gin.H{
|
|
|
|
|
"message": "Grundwerte gespeichert",
|
|
|
|
|
"session_id": sessionID,
|
|
|
|
|
"current_step": 3,
|
|
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// UpdateDerivedValuesRequest
|
|
|
|
|
type UpdateDerivedValuesRequest struct {
|
|
|
|
|
LP_Max int `json:"lp_max"` // Lebenspunkte Maximum
|
|
|
|
|
AP_Max int `json:"ap_max"` // Abenteuerpunkte Maximum
|
|
|
|
|
B_Max int `json:"b_max"` // Belastung Maximum
|
|
|
|
|
SG int `json:"sg"` // Schicksalsgunst
|
|
|
|
|
GG int `json:"gg"` // Göttliche Gnade
|
|
|
|
|
GP int `json:"gp"` // Glückspunkte
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// UpdateCharacterDerivedValues speichert abgeleitete Werte
|
|
|
|
|
func UpdateCharacterDerivedValues(c *gin.Context) {
|
|
|
|
|
sessionID := c.Param("sessionId")
|
2025-08-08 22:37:55 +02:00
|
|
|
userID := c.GetUint("userID")
|
|
|
|
|
|
|
|
|
|
if userID == 0 {
|
|
|
|
|
c.JSON(http.StatusUnauthorized, gin.H{"error": "Unauthorized"})
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-08-08 06:39:46 +02:00
|
|
|
|
|
|
|
|
var request UpdateDerivedValuesRequest
|
|
|
|
|
if err := c.ShouldBindJSON(&request); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, "Ungültige abgeleitete Werte: "+err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-08 22:37:55 +02:00
|
|
|
// Session aus Datenbank laden
|
|
|
|
|
var session models.CharacterCreationSession
|
|
|
|
|
err := database.DB.Where("id = ? AND user_id = ?", sessionID, userID).First(&session).Error
|
|
|
|
|
if err != nil {
|
|
|
|
|
c.JSON(http.StatusNotFound, gin.H{"error": "Session not found"})
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Abgeleitete Werte aktualisieren
|
|
|
|
|
session.DerivedValues = models.DerivedValuesData{
|
|
|
|
|
LPMax: request.LP_Max,
|
|
|
|
|
APMax: request.AP_Max,
|
|
|
|
|
BMax: request.B_Max,
|
|
|
|
|
SG: request.SG,
|
|
|
|
|
GG: request.GG,
|
|
|
|
|
GP: request.GP,
|
|
|
|
|
}
|
|
|
|
|
session.CurrentStep = 4
|
|
|
|
|
session.UpdatedAt = time.Now()
|
|
|
|
|
|
|
|
|
|
// Session in Datenbank aktualisieren
|
|
|
|
|
err = database.DB.Save(&session).Error
|
|
|
|
|
if err != nil {
|
|
|
|
|
c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to update session"})
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-08 06:39:46 +02:00
|
|
|
c.JSON(http.StatusOK, gin.H{
|
|
|
|
|
"message": "Abgeleitete Werte gespeichert",
|
|
|
|
|
"session_id": sessionID,
|
|
|
|
|
"current_step": 4,
|
|
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// UpdateSkillsRequest
|
|
|
|
|
type UpdateSkillsRequest struct {
|
2025-08-08 22:37:55 +02:00
|
|
|
Skills []models.CharacterCreationSkill `json:"skills"`
|
|
|
|
|
Spells []models.CharacterCreationSpell `json:"spells"`
|
|
|
|
|
SkillPoints models.SkillPointsData `json:"skill_points"` // Verbleibende Punkte pro Kategorie
|
2025-08-08 06:39:46 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// UpdateCharacterSkills speichert Fertigkeiten und Zauber
|
|
|
|
|
func UpdateCharacterSkills(c *gin.Context) {
|
|
|
|
|
sessionID := c.Param("sessionId")
|
2025-08-08 22:37:55 +02:00
|
|
|
userID := c.GetUint("userID")
|
|
|
|
|
|
|
|
|
|
if userID == 0 {
|
|
|
|
|
c.JSON(http.StatusUnauthorized, gin.H{"error": "Unauthorized"})
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-08-08 06:39:46 +02:00
|
|
|
|
|
|
|
|
var request UpdateSkillsRequest
|
|
|
|
|
if err := c.ShouldBindJSON(&request); err != nil {
|
|
|
|
|
respondWithError(c, http.StatusBadRequest, "Ungültige Fertigkeitsdaten: "+err.Error())
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-08 22:37:55 +02:00
|
|
|
// Session aus Datenbank laden
|
|
|
|
|
var session models.CharacterCreationSession
|
|
|
|
|
err := database.DB.Where("id = ? AND user_id = ?", sessionID, userID).First(&session).Error
|
|
|
|
|
if err != nil {
|
|
|
|
|
c.JSON(http.StatusNotFound, gin.H{"error": "Session not found"})
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Fertigkeiten und Zauber aktualisieren
|
|
|
|
|
session.Skills = request.Skills
|
|
|
|
|
session.Spells = request.Spells
|
|
|
|
|
session.SkillPoints = request.SkillPoints
|
|
|
|
|
session.CurrentStep = 5
|
|
|
|
|
session.UpdatedAt = time.Now()
|
|
|
|
|
|
|
|
|
|
// Session in Datenbank aktualisieren
|
|
|
|
|
err = database.DB.Save(&session).Error
|
|
|
|
|
if err != nil {
|
|
|
|
|
c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to update session"})
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-08 06:39:46 +02:00
|
|
|
c.JSON(http.StatusOK, gin.H{
|
|
|
|
|
"message": "Fertigkeiten gespeichert",
|
|
|
|
|
"session_id": sessionID,
|
|
|
|
|
"current_step": 5,
|
|
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// FinalizeCharacterCreation schließt die Charakter-Erstellung ab
|
|
|
|
|
func FinalizeCharacterCreation(c *gin.Context) {
|
|
|
|
|
sessionID := c.Param("sessionId")
|
2025-08-08 22:37:55 +02:00
|
|
|
userID := c.GetUint("userID")
|
|
|
|
|
|
|
|
|
|
if userID == 0 {
|
|
|
|
|
c.JSON(http.StatusUnauthorized, gin.H{"error": "Unauthorized"})
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Session laden
|
|
|
|
|
var session models.CharacterCreationSession
|
|
|
|
|
err := database.DB.Where("id = ? AND user_id = ?", sessionID, userID).First(&session).Error
|
|
|
|
|
if err != nil {
|
|
|
|
|
c.JSON(http.StatusNotFound, gin.H{"error": "Session not found"})
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Session validieren
|
|
|
|
|
if session.CurrentStep < 5 {
|
|
|
|
|
c.JSON(http.StatusBadRequest, gin.H{"error": "Character creation not complete"})
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Character erstellen
|
|
|
|
|
char := models.Char{
|
|
|
|
|
BamortBase: models.BamortBase{
|
|
|
|
|
Name: session.Name,
|
|
|
|
|
},
|
|
|
|
|
UserID: userID,
|
|
|
|
|
Rasse: session.Rasse,
|
|
|
|
|
Typ: session.Typ,
|
|
|
|
|
Glaube: session.Glaube,
|
|
|
|
|
Public: false, // Default to private
|
|
|
|
|
|
|
|
|
|
// Lebenspunkte
|
|
|
|
|
Lp: models.Lp{
|
|
|
|
|
Max: session.DerivedValues.LPMax,
|
|
|
|
|
Value: session.DerivedValues.LPMax,
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
// Ausdauerpunkte
|
|
|
|
|
Ap: models.Ap{
|
|
|
|
|
Max: session.DerivedValues.APMax,
|
|
|
|
|
Value: session.DerivedValues.APMax,
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
// Bewegung
|
|
|
|
|
B: models.B{
|
|
|
|
|
Max: session.DerivedValues.BMax,
|
|
|
|
|
Value: session.DerivedValues.BMax,
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
// Bennies (Glückspunkte, etc.)
|
|
|
|
|
Bennies: models.Bennies{
|
|
|
|
|
Gg: session.DerivedValues.GG,
|
|
|
|
|
Gp: session.DerivedValues.GP,
|
|
|
|
|
Sg: session.DerivedValues.SG,
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Eigenschaften (Attribute) hinzufügen
|
|
|
|
|
char.Eigenschaften = []models.Eigenschaft{
|
|
|
|
|
{Name: "St", Value: session.Attributes.ST},
|
|
|
|
|
{Name: "Gs", Value: session.Attributes.GS},
|
|
|
|
|
{Name: "Gw", Value: session.Attributes.GW},
|
|
|
|
|
{Name: "Ko", Value: session.Attributes.KO},
|
|
|
|
|
{Name: "In", Value: session.Attributes.IN},
|
|
|
|
|
{Name: "Zt", Value: session.Attributes.ZT},
|
|
|
|
|
{Name: "Au", Value: session.Attributes.AU},
|
|
|
|
|
{Name: "pA", Value: session.Attributes.PA},
|
|
|
|
|
{Name: "Wk", Value: session.Attributes.WK},
|
|
|
|
|
}
|
2025-08-08 06:39:46 +02:00
|
|
|
|
2025-08-08 22:37:55 +02:00
|
|
|
// Character in Datenbank speichern
|
|
|
|
|
err = char.Create()
|
|
|
|
|
if err != nil {
|
|
|
|
|
c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to create character"})
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-08-08 06:39:46 +02:00
|
|
|
|
2025-08-08 22:37:55 +02:00
|
|
|
// Session löschen
|
|
|
|
|
database.DB.Delete(&session)
|
2025-08-08 06:39:46 +02:00
|
|
|
|
|
|
|
|
c.JSON(http.StatusCreated, gin.H{
|
|
|
|
|
"message": "Charakter erfolgreich erstellt",
|
2025-08-08 22:37:55 +02:00
|
|
|
"character_id": char.ID,
|
2025-08-08 06:39:46 +02:00
|
|
|
"session_id": sessionID,
|
|
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// DeleteCharacterSession löscht eine Session
|
|
|
|
|
func DeleteCharacterSession(c *gin.Context) {
|
|
|
|
|
sessionID := c.Param("sessionId")
|
2025-08-08 22:37:55 +02:00
|
|
|
userID := c.GetUint("userID")
|
2025-08-08 06:39:46 +02:00
|
|
|
|
2025-08-08 22:37:55 +02:00
|
|
|
if userID == 0 {
|
|
|
|
|
c.JSON(http.StatusUnauthorized, gin.H{"error": "Unauthorized"})
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Session aus Datenbank löschen (nur eigene Sessions)
|
|
|
|
|
result := database.DB.Where("id = ? AND user_id = ?", sessionID, userID).Delete(&models.CharacterCreationSession{})
|
|
|
|
|
if result.Error != nil {
|
|
|
|
|
c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to delete session"})
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if result.RowsAffected == 0 {
|
|
|
|
|
c.JSON(http.StatusNotFound, gin.H{"error": "Session not found"})
|
|
|
|
|
return
|
|
|
|
|
}
|
2025-08-08 06:39:46 +02:00
|
|
|
|
|
|
|
|
c.JSON(http.StatusOK, gin.H{
|
|
|
|
|
"message": "Session gelöscht",
|
|
|
|
|
"session_id": sessionID,
|
|
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Reference Data Handlers
|
|
|
|
|
|
|
|
|
|
// GetRaces gibt verfügbare Rassen zurück
|
|
|
|
|
func GetRaces(c *gin.Context) {
|
|
|
|
|
// TODO: Aus Datenbank laden
|
|
|
|
|
races := []string{
|
|
|
|
|
"Mensch", "Elf", "Halbling", "Zwerg", "Gnom",
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
c.JSON(http.StatusOK, gin.H{"races": races})
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// GetCharacterClasses gibt verfügbare Klassen zurück
|
|
|
|
|
func GetCharacterClasses(c *gin.Context) {
|
2025-08-08 22:37:55 +02:00
|
|
|
// Get game system from query parameter, default to "midgard"
|
|
|
|
|
gameSystem := c.DefaultQuery("game_system", "midgard")
|
|
|
|
|
|
|
|
|
|
// Load character classes from database
|
|
|
|
|
classes, err := models.GetCharacterClassesByActiveSources(gameSystem)
|
|
|
|
|
if err != nil {
|
|
|
|
|
c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to load character classes"})
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Extract class names for the frontend
|
|
|
|
|
var classNames []string
|
|
|
|
|
for _, class := range classes {
|
|
|
|
|
classNames = append(classNames, class.Name)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// If no classes found in database, fall back to hardcoded list
|
|
|
|
|
if len(classNames) == 0 {
|
|
|
|
|
classNames = []string{
|
|
|
|
|
"Abenteurer", "Assassine", "Barbar", "Barde", "Bauer",
|
|
|
|
|
"Glückspriester", "Heiler", "Händler", "Kämpfer", "Krieger",
|
|
|
|
|
"Magier", "Ordenskrieger", "Priester", "Schamane", "Seefahrer",
|
|
|
|
|
"Späher", "Thaumaturg", "Waldläufer", "Zauberer", "Zaubersänger",
|
|
|
|
|
}
|
2025-08-08 06:39:46 +02:00
|
|
|
}
|
|
|
|
|
|
2025-08-08 22:37:55 +02:00
|
|
|
c.JSON(http.StatusOK, gin.H{"classes": classNames})
|
2025-08-08 06:39:46 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// GetOrigins gibt verfügbare Herkünfte zurück
|
|
|
|
|
func GetOrigins(c *gin.Context) {
|
|
|
|
|
// TODO: Aus Datenbank laden
|
|
|
|
|
origins := []string{
|
2025-08-08 22:37:55 +02:00
|
|
|
"Alba", "Aran", "Buluga", "Cangebiet", "Chryseia", "Dwerunlande",
|
2025-08-08 06:39:46 +02:00
|
|
|
"Eschar", "Fuardain", "Ikenga", "KanThaiPan", "Küstenstaaten",
|
|
|
|
|
"Medjis", "Moravod", "Nahuatlan", "Rawindra", "Scharidis",
|
|
|
|
|
"Tegarisch Gebiete", "Valian", "Waeland", "Ywerddon",
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
c.JSON(http.StatusOK, gin.H{"origins": origins})
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// SearchBeliefs sucht Glaubensrichtungen
|
|
|
|
|
func SearchBeliefs(c *gin.Context) {
|
|
|
|
|
query := c.Query("q")
|
|
|
|
|
|
|
|
|
|
if len(query) < 2 {
|
|
|
|
|
c.JSON(http.StatusBadRequest, gin.H{"error": "Mindestens 2 Zeichen erforderlich"})
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-09 06:46:16 +02:00
|
|
|
// Get game system from query parameter, default to "midgard"
|
|
|
|
|
gameSystem := c.DefaultQuery("game_system", "midgard")
|
|
|
|
|
|
|
|
|
|
// Load beliefs from database
|
|
|
|
|
believes, err := models.GetBelievesByActiveSources(gameSystem)
|
|
|
|
|
if err != nil {
|
|
|
|
|
c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to load beliefs from database"})
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Extract belief names and filter by query
|
|
|
|
|
var allBeliefs []string
|
|
|
|
|
for _, belief := range believes {
|
|
|
|
|
allBeliefs = append(allBeliefs, belief.Name)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// If no beliefs found in database, fall back to hardcoded list
|
|
|
|
|
if len(allBeliefs) == 0 {
|
|
|
|
|
allBeliefs = []string{
|
|
|
|
|
"Apshai", "Arthusos", "Beschützer", "Dwyllas", "Elfen",
|
|
|
|
|
"Fruchtbarkeitsgöttin", "Gaia", "Grafschafter", "Heiler",
|
|
|
|
|
"Jäger", "Kämpfer", "Lichbringer", "Meeresherr", "Natur",
|
|
|
|
|
"Ostküste", "Priester", "Rechtschaffener", "Schutzpatron",
|
|
|
|
|
"Stammesgeist", "Totengott", "Unterwelt", "Vater", "Weisheit",
|
|
|
|
|
"Xan", "Ylhoon", "Zauberer",
|
|
|
|
|
}
|
2025-08-08 06:39:46 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var results []string
|
|
|
|
|
queryLower := strings.ToLower(query)
|
|
|
|
|
for _, belief := range allBeliefs {
|
|
|
|
|
if strings.Contains(strings.ToLower(belief), queryLower) {
|
|
|
|
|
results = append(results, belief)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
c.JSON(http.StatusOK, gin.H{"beliefs": results})
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// SkillCategoryWithPoints repräsentiert eine Kategorie mit verfügbaren Lernpunkten
|
|
|
|
|
type SkillCategoryWithPoints struct {
|
|
|
|
|
Name string `json:"name"`
|
|
|
|
|
DisplayName string `json:"display_name"`
|
|
|
|
|
Points int `json:"points"`
|
|
|
|
|
MaxPoints int `json:"max_points"`
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// GetSkillCategoriesWithPoints gibt Kategorien mit Lernpunkten zurück
|
|
|
|
|
func GetSkillCategoriesWithPoints(c *gin.Context) {
|
|
|
|
|
// TODO: Basierend auf Charakter-Klasse und -Typ berechnen
|
|
|
|
|
categories := []SkillCategoryWithPoints{
|
|
|
|
|
{Name: "alltag", DisplayName: "Alltag", Points: 150, MaxPoints: 150},
|
|
|
|
|
{Name: "wissen", DisplayName: "Wissen", Points: 100, MaxPoints: 100},
|
|
|
|
|
{Name: "kampf", DisplayName: "Kampf", Points: 80, MaxPoints: 80},
|
|
|
|
|
{Name: "korper", DisplayName: "Körper", Points: 120, MaxPoints: 120},
|
|
|
|
|
{Name: "gesellschaft", DisplayName: "Gesellschaft", Points: 60, MaxPoints: 60},
|
|
|
|
|
{Name: "natur", DisplayName: "Natur", Points: 90, MaxPoints: 90},
|
|
|
|
|
{Name: "unterwelt", DisplayName: "Unterwelt", Points: 40, MaxPoints: 40},
|
|
|
|
|
{Name: "zauber", DisplayName: "Zauber", Points: 200, MaxPoints: 200},
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
c.JSON(http.StatusOK, gin.H{"categories": categories})
|
|
|
|
|
}
|