Files
bamort/backend/character/lerncost_handler.go
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package character
import (
"bamort/gsmaster"
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"bamort/models"
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"fmt"
"net/http"
"strconv"
"strings"
"github.com/gin-gonic/gin"
)
type SkillCostRequest struct {
Name string `json:"name" binding:"required"` // Name der Fertigkeit
CurrentLevel int `json:"current_level,omitempty"` // Aktueller Wert (nur für Verbesserung)
Type string `json:"type" binding:"required,oneof=skill spell weapon"` // 'skill', 'spell' oder 'weapon'
Action string `json:"action" binding:"required,oneof=learn improve"` // 'learn' oder 'improve'
TargetLevel int `json:"target_level,omitempty"` // Zielwert (optional, für Kostenberechnung bis zu einem bestimmten Level)
UsePP int `json:"use_pp,omitempty"` // Anzahl der zu verwendenden Praxispunkte
// Belohnungsoptionen
Reward *RewardOptions `json:"reward,omitempty"` // Belohnungsoptionen
}
// RewardOptions definiert die verschiedenen Belohnungsmöglichkeiten
type RewardOptions struct {
Type string `json:"type,omitempty" binding:"omitempty,oneof=free_learning free_spell_learning half_ep_improvement gold_for_ep"` // Art der Belohnung
UseGoldForEP bool `json:"use_gold_for_ep,omitempty"` // 10 GS statt 1 EP verwenden
MaxGoldEP int `json:"max_gold_ep,omitempty"` // Maximale EP die durch Gold ersetzt werden (automatisch: Hälfte der Kosten)
}
type SkillCostResponse struct {
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*models.LearnCost
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SkillName string `json:"skill_name"`
SkillType string `json:"skill_type"`
Action string `json:"action"`
CharacterID uint `json:"character_id"`
CurrentLevel int `json:"current_level,omitempty"`
TargetLevel int `json:"target_level,omitempty"`
Category string `json:"category,omitempty"`
Difficulty string `json:"difficulty,omitempty"`
CanAfford bool `json:"can_afford"`
Notes string `json:"notes,omitempty"`
PPUsed int `json:"pp_used,omitempty"` // Anzahl der verwendeten Praxispunkte
PPAvailable int `json:"pp_available,omitempty"` // Verfügbare Praxispunkte für diese Kategorie
// Belohnungsdetails
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RewardApplied string `json:"reward_applied,omitempty"` // Art der angewendeten Belohnung
OriginalCostStruct *models.LearnCost `json:"original_cost_struct,omitempty"` // Ursprüngliche Kosten ohne Belohnung
Savings *models.LearnCost `json:"savings,omitempty"` // Ersparnisse durch Belohnung
GoldUsedForEP int `json:"gold_used_for_ep,omitempty"` // Gold das für EP verwendet wurde
PPReduction int `json:"pp_reduction,omitempty"` // Reduktion der Kosten durch PP
OriginalCost int `json:"original_cost,omitempty"` // Ursprüngliche Kosten (vor PP-Reduktion)
FinalCost int `json:"final_cost,omitempty"` // Endgültige Kosten (nach PP-Reduktion)
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}
type MultiLevelCostResponse struct {
SkillName string `json:"skill_name"`
SkillType string `json:"skill_type"`
CharacterID uint `json:"character_id"`
CurrentLevel int `json:"current_level"`
TargetLevel int `json:"target_level"`
LevelCosts []SkillCostResponse `json:"level_costs"`
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TotalCost *models.LearnCost `json:"total_cost"`
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CanAffordTotal bool `json:"can_afford_total"`
}
// GetLernCost
func GetLernCost(c *gin.Context) {
// Request-Parameter abrufen
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var request gsmaster.LernCostRequest
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if err := c.ShouldBindJSON(&request); err != nil {
respondWithError(c, http.StatusBadRequest, "Ungültige Anfrageparameter: "+err.Error())
return
}
charID := fmt.Sprintf("%d", request.CharId)
var character Char
if err := character.FirstID(charID); err != nil {
respondWithError(c, http.StatusNotFound, "Charakter nicht gefunden")
return
}
var costResult gsmaster.SkillCostResultNew
costResult.CharacterID = charID
// Verwende Klassenabkürzung wenn der Typ länger als 3 Zeichen ist
if len(character.Typ) > 3 {
costResult.CharacterClass = gsmaster.GetClassAbbreviation(character.Typ)
} else {
costResult.CharacterClass = character.Typ
}
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// Normalize skill name (trim whitespace, proper case)
costResult.SkillName = strings.TrimSpace(request.Name)
costResult.Category = gsmaster.GetSkillCategory(request.Name)
costResult.Difficulty = gsmaster.GetSkillDifficulty(costResult.Category, costResult.SkillName)
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var response []gsmaster.SkillCostResultNew
for i := request.CurrentLevel + 1; i <= 18; i++ {
levelResult := gsmaster.SkillCostResultNew{
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CharacterID: costResult.CharacterID,
CharacterClass: costResult.CharacterClass,
SkillName: costResult.SkillName,
Category: costResult.Category,
Difficulty: costResult.Difficulty,
TargetLevel: i,
}
err := gsmaster.GetLernCostNextLevel(&request, &levelResult, request.Reward, i, character.Typ)
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if err != nil {
respondWithError(c, http.StatusBadRequest, "Fehler bei der Kostenberechnung: "+err.Error())
return
}
// für die nächste Runde die PP und Gold reduzieren die zum Lernen genutzt werden sollen
if levelResult.PPUsed > 0 {
request.UsePP -= levelResult.PPUsed
// Sicherstellen, dass PP nicht unter 0 fallen
if request.UsePP < 0 {
request.UsePP = 0
}
}
if levelResult.GoldUsed > 0 {
request.UseGold -= levelResult.GoldUsed
// Sicherstellen, dass Gold nicht unter 0 fällt
if request.UseGold < 0 {
request.UseGold = 0
}
}
response = append(response, levelResult)
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}
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c.JSON(http.StatusOK, response)
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}
// GetSkillCost berechnet die Kosten zum Erlernen oder Verbessern einer Fertigkeit
func GetSkillCost(c *gin.Context) {
// Charakter-ID aus der URL abrufen
charID := c.Param("id")
// Charakter aus der Datenbank laden
var character Char
if err := character.FirstID(charID); err != nil {
respondWithError(c, http.StatusNotFound, "Charakter nicht gefunden")
return
}
// Request-Parameter abrufen
var request SkillCostRequest
if err := c.ShouldBindJSON(&request); err != nil {
respondWithError(c, http.StatusBadRequest, "Ungültige Anfrageparameter: "+err.Error())
return
}
// Normalize skill name (trim whitespace, proper case)
request.Name = strings.TrimSpace(request.Name)
// Validate current level for improvement
if request.Action == "improve" && request.CurrentLevel <= 0 {
// Try to get current level from character's skills
currentLevel := getCurrentSkillLevel(&character, request.Name, request.Type)
if currentLevel == -1 {
respondWithError(c, http.StatusBadRequest, "Fertigkeit nicht bei diesem Charakter vorhanden oder current_level erforderlich")
return
}
request.CurrentLevel = currentLevel
}
// Handle multi-level cost calculation
if request.TargetLevel > 0 && request.Action == "improve" {
response := calculateMultiLevelCost(&character, &request)
if response == nil {
respondWithError(c, http.StatusBadRequest, "Fehler bei der Multi-Level-Kostenberechnung")
return
}
c.JSON(http.StatusOK, response)
return
}
// Single cost calculation
cost, originalCost, skillInfo, err := calculateSingleCost(&character, &request)
if err != nil {
respondWithError(c, http.StatusBadRequest, "Fehler bei der Kostenberechnung: "+err.Error())
return
}
// Originalkosten berechnen (ohne PP-Reduktion)
originalRequest := request
originalRequest.UsePP = 0
_, _, _, err = calculateSingleCost(&character, &originalRequest)
if err != nil {
respondWithError(c, http.StatusBadRequest, "Fehler bei der ursprünglichen Kostenberechnung: "+err.Error())
return
}
// PP-Informationen sammeln (fertigkeitsspezifisch)
availablePP := getPPForSkill(&character, request.Name)
ppUsed := request.UsePP
if ppUsed > availablePP {
ppUsed = availablePP
}
// PP-Reduktion berechnen
var ppReduction int
if request.UsePP > 0 {
if request.Action == "improve" {
ppReduction = ppUsed // PP entsprechen direkt der TE-Reduktion
} else if request.Action == "learn" && request.Type == "spell" {
ppReduction = ppUsed // PP entsprechen direkt der LE-Reduktion
}
}
// Check if character can afford it
canAfford := canCharacterAfford(&character, cost)
// Belohnungsinformationen berechnen
var rewardApplied string
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var savings *models.LearnCost
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var goldUsedForEP int
if request.Reward != nil && request.Reward.Type != "" {
rewardApplied = request.Reward.Type
// Ersparnisse berechnen
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savings = &models.LearnCost{
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Ep: originalCost.Ep - cost.Ep,
LE: originalCost.LE - cost.LE,
Money: originalCost.Money - cost.Money,
}
// Gold für EP berechnen
if request.Reward.Type == "gold_for_ep" && request.Reward.UseGoldForEP {
goldUsedForEP = (cost.Money - originalCost.Money) / 10
}
}
// Create response
response := &SkillCostResponse{
LearnCost: cost,
SkillName: request.Name,
SkillType: request.Type,
Action: request.Action,
CharacterID: character.ID,
CurrentLevel: request.CurrentLevel,
TargetLevel: request.TargetLevel,
Category: skillInfo.Category,
Difficulty: skillInfo.Difficulty,
CanAfford: canAfford,
Notes: generateNotes(&character, &request, cost),
PPUsed: ppUsed,
PPAvailable: availablePP,
PPReduction: ppReduction,
OriginalCost: originalCost.Ep,
FinalCost: cost.Ep,
RewardApplied: rewardApplied,
OriginalCostStruct: originalCost,
Savings: savings,
GoldUsedForEP: goldUsedForEP,
}
c.JSON(http.StatusOK, response)
}
// Helper function to get current skill level from character
func getCurrentSkillLevel(character *Char, skillName, skillType string) int {
switch skillType {
case "skill":
for _, skill := range character.Fertigkeiten {
if skill.Name == skillName {
return skill.Fertigkeitswert
}
}
case "weapon":
for _, skill := range character.Waffenfertigkeiten {
if skill.Name == skillName {
return skill.Fertigkeitswert
}
}
case "spell":
// Spells don't have levels in the same way
return 0
}
return -1
}
// Helper function to calculate single cost
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func calculateSingleCost(character *Char, request *SkillCostRequest) (*models.LearnCost, *models.LearnCost, *skillInfo, error) {
var cost *models.LearnCost
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var err error
var info skillInfo
switch {
case request.Action == "learn" && request.Type == "skill":
cost, err = gsmaster.CalculateDetailedSkillLearningCost(request.Name, character.Typ)
if err == nil {
info = getSkillInfo(request.Name, request.Type)
}
case request.Action == "improve" && request.Type == "skill":
cost, err = gsmaster.CalculateDetailedSkillImprovementCost(request.Name, character.Typ, request.CurrentLevel)
if err == nil {
info = getSkillInfo(request.Name, request.Type)
}
case request.Action == "improve" && request.Type == "weapon":
cost, err = gsmaster.CalculateDetailedSkillImprovementCost(request.Name, character.Typ, request.CurrentLevel)
if err == nil {
info = getSkillInfo(request.Name, request.Type)
}
case request.Action == "learn" && request.Type == "spell":
cost, err = gsmaster.CalculateDetailedSpellLearningCost(request.Name, character.Typ)
if err == nil {
info = getSpellInfo(request.Name)
}
default:
return nil, nil, nil, fmt.Errorf("ungültige Kombination aus Aktion und Typ")
}
if err != nil {
return nil, nil, nil, err
}
// Belohnungen anwenden, falls spezifiziert
originalCost := *cost // Kopie der ursprünglichen Kosten
if request.Reward != nil && request.Reward.Type != "" {
cost = applyReward(cost, request)
}
// Praxispunkte anwenden, falls angefordert (fertigkeitsspezifisch)
if request.UsePP > 0 {
availablePP := getPPForSkill(character, request.Name)
finalEP, finalLE, _ := applyPPReduction(request, cost, availablePP)
// Erstelle eine neue LearnCost mit den reduzierten Werten
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cost = &models.LearnCost{
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Stufe: cost.Stufe,
LE: finalLE,
Ep: finalEP,
Money: cost.Money, // Geldkosten bleiben unverändert
}
}
return cost, &originalCost, &info, err
}
// applyReward wendet Belohnungen auf die Kosten an
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func applyReward(cost *models.LearnCost, request *SkillCostRequest) *models.LearnCost {
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if request.Reward == nil || request.Reward.Type == "" {
return cost
}
newCost := *cost // Kopie der ursprünglichen Kosten
switch request.Reward.Type {
case "free_learning":
// Kostenlose Fertigkeiten: Nur Geld ist 0, EP/LE bleiben
if request.Type == "skill" && request.Action == "learn" {
newCost.Money = 0
}
case "free_spell_learning":
// Kostenlose Zauber: Nur LE ist 0, EP/Geld bleiben
if request.Type == "spell" && request.Action == "learn" {
newCost.LE = 0
}
case "half_ep_improvement":
// Halbe EP für Verbesserungen
if request.Action == "improve" {
newCost.Ep = newCost.Ep / 2
}
case "gold_for_ep":
// Gold statt EP verwenden (10 GS = 1 EP)
if request.Reward.UseGoldForEP && newCost.Ep > 0 {
maxGoldEP := request.Reward.MaxGoldEP
if maxGoldEP == 0 {
// Standard: Maximal die Hälfte der EP durch Gold ersetzen
maxGoldEP = newCost.Ep / 2
}
// Beschränke auf verfügbare EP
if maxGoldEP > newCost.Ep {
maxGoldEP = newCost.Ep
}
// Ersetze EP durch Gold (10 GS pro EP)
newCost.Ep -= maxGoldEP
newCost.Money += maxGoldEP * 10
}
}
return &newCost
}
// Helper function to calculate multi-level costs
func calculateMultiLevelCost(character *Char, request *SkillCostRequest) *MultiLevelCostResponse {
if request.TargetLevel <= request.CurrentLevel {
return nil
}
var levelCosts []SkillCostResponse
totalEP := 0
totalMoney := 0
remainingPP := request.UsePP
for level := request.CurrentLevel; level < request.TargetLevel; level++ {
tempRequest := *request
tempRequest.CurrentLevel = level
tempRequest.Action = "improve"
// Verteile die PP auf die verschiedenen Level
if remainingPP > 0 {
tempRequest.UsePP = 1 // Maximal 1 PP pro Level
remainingPP--
} else {
tempRequest.UsePP = 0
}
cost, originalCost, skillInfo, err := calculateSingleCost(character, &tempRequest)
if err != nil {
continue
}
// Originalkosten berechnen (ohne PP)
originalRequest := tempRequest
originalRequest.UsePP = 0
_, _, _, _ = calculateSingleCost(character, &originalRequest)
// PP-Informationen sammeln (fertigkeitsspezifisch)
availablePP := getPPForSkill(character, request.Name)
ppUsed := tempRequest.UsePP
if ppUsed > availablePP {
ppUsed = availablePP
}
ppReduction := 0
if tempRequest.UsePP > 0 {
ppReduction = ppUsed
}
// Belohnungsinformationen für Level berechnen
var rewardApplied string
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var savings *models.LearnCost
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var goldUsedForEP int
if tempRequest.Reward != nil && tempRequest.Reward.Type != "" {
rewardApplied = tempRequest.Reward.Type
// Ersparnisse berechnen
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savings = &models.LearnCost{
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Ep: originalCost.Ep - cost.Ep,
LE: originalCost.LE - cost.LE,
Money: originalCost.Money - cost.Money,
}
// Gold für EP berechnen
if tempRequest.Reward.Type == "gold_for_ep" && tempRequest.Reward.UseGoldForEP {
goldUsedForEP = (cost.Money - originalCost.Money) / 10
}
}
levelCost := SkillCostResponse{
LearnCost: cost,
SkillName: request.Name,
SkillType: request.Type,
Action: "improve",
CharacterID: character.ID,
CurrentLevel: level,
TargetLevel: level + 1,
Category: skillInfo.Category,
Difficulty: skillInfo.Difficulty,
CanAfford: canCharacterAfford(character, cost),
PPUsed: ppUsed,
PPAvailable: availablePP,
PPReduction: ppReduction,
OriginalCost: originalCost.Ep,
FinalCost: cost.Ep,
RewardApplied: rewardApplied,
OriginalCostStruct: originalCost,
Savings: savings,
GoldUsedForEP: goldUsedForEP,
}
levelCosts = append(levelCosts, levelCost)
totalEP += cost.Ep
totalMoney += cost.Money
}
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totalCost := &models.LearnCost{
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Stufe: request.TargetLevel,
LE: 0,
Ep: totalEP,
Money: totalMoney,
}
return &MultiLevelCostResponse{
SkillName: request.Name,
SkillType: request.Type,
CharacterID: character.ID,
CurrentLevel: request.CurrentLevel,
TargetLevel: request.TargetLevel,
LevelCosts: levelCosts,
TotalCost: totalCost,
CanAffordTotal: canCharacterAfford(character, totalCost),
}
}
// Helper structures and functions
type skillInfo struct {
Category string
Difficulty string
}
func getSkillInfo(skillName, skillType string) skillInfo {
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var skill models.Skill
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if err := skill.First(skillName); err != nil {
return skillInfo{Category: "unknown", Difficulty: "unknown"}
}
// Fallback für fehlende Category und Difficulty Werte
category := skill.Category
difficulty := skill.Difficulty
if category == "" {
// Standard-Kategorien basierend auf Skill-Namen
category = gsmaster.GetDefaultCategory(skillName)
}
if difficulty == "" {
// Standard-Schwierigkeit für verschiedene Skills
difficulty = gsmaster.GetDefaultDifficulty(skillName)
}
return skillInfo{Category: category, Difficulty: difficulty}
}
func getSpellInfo(spellName string) skillInfo {
var spell gsmaster.Spell
if err := spell.First(spellName); err != nil {
return skillInfo{Category: "unknown", Difficulty: "unknown"}
}
return skillInfo{Category: spell.Category, Difficulty: strconv.Itoa(spell.Stufe)}
}
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func canCharacterAfford(character *Char, cost *models.LearnCost) bool {
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// Check if character has enough EP
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if character.Erfahrungsschatz.EP < cost.Ep {
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return false
}
// Check if character has enough money
// Assuming money is stored in Bennies (Gold pieces)
totalMoney := character.Bennies.Gg + character.Bennies.Gp + character.Bennies.Sg
return totalMoney >= cost.Money
}
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func generateNotes(character *Char, request *SkillCostRequest, cost *models.LearnCost) string {
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var notes []string
if request.Action == "learn" {
notes = append(notes, "Neue Fertigkeit erlernen")
} else {
notes = append(notes, fmt.Sprintf("Verbesserung von %d auf %d", request.CurrentLevel, request.CurrentLevel+1))
}
// Add character class specific notes
if character.Typ != "" {
notes = append(notes, fmt.Sprintf("Kosten für %s", character.Typ))
}
// Add PP usage notes
if request.UsePP > 0 {
notes = append(notes, fmt.Sprintf("Verwendung von %d Praxispunkten", request.UsePP))
}
// Add affordability note
if !canCharacterAfford(character, cost) {
notes = append(notes, "Nicht genügend EP oder Gold vorhanden")
}
return strings.Join(notes, ". ")
}
// getPPForSkill ermittelt die verfügbaren Praxispunkte für eine spezifische Fertigkeit
func getPPForSkill(character *Char, skillName string) int {
// Ermittle die tatsächliche Fertigkeit (bei Zaubern die Zaubergruppe)
targetSkillName := getSpellCategory(skillName)
for _, fertigkeit := range character.Fertigkeiten {
if fertigkeit.Name == targetSkillName {
return fertigkeit.Pp
}
}
return 0
}
// applyPPReduction reduziert die Kosten entsprechend der verwendeten Praxispunkte
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func applyPPReduction(request *SkillCostRequest, cost *models.LearnCost, availablePP int) (int, int, int) {
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if request.UsePP <= 0 {
return cost.Ep, cost.LE, 0
}
// Maximal so viele PP verwenden, wie verfügbar sind
ppToUse := request.UsePP
if ppToUse > availablePP {
ppToUse = availablePP
}
originalEP := cost.Ep
originalLE := cost.LE
var finalEP, finalLE int
var reduction int
if request.Action == "improve" {
// Für Verbesserungen: 1 TE für 1 PP
// Jeder PP ersetzt 1 TE, daher wird die entsprechende EP-Menge reduziert
reduction = ppToUse // PP-Punkte direkt als Reduktion verwenden
finalEP = originalEP - reduction
finalLE = originalLE
if finalEP < 0 {
finalEP = 0
}
} else if request.Action == "learn" && request.Type == "spell" {
// Für Zauber lernen: 1 LE für 1 PP
reduction = ppToUse // PP-Punkte direkt als Reduktion verwenden
finalLE = originalLE - reduction
finalEP = originalEP
if finalLE < 0 {
finalLE = 0
}
} else {
// Für andere Lernfälle: keine PP-Reduktion
finalEP = originalEP
finalLE = originalLE
reduction = 0
}
return finalEP, finalLE, reduction
}
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func CalcSkillLearnCost(req *gsmaster.LernCostRequest, skillCostInfo *gsmaster.SkillCostResultNew) error {
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// Fallback-Werte für Skills ohne definierte Kategorie/Schwierigkeit
result, err := gsmaster.CalculateSkillLearningCosts(skillCostInfo.CharacterClass, skillCostInfo.Category, skillCostInfo.Difficulty)
if err != nil {
return err
}
//Stufe: 0, // Lernen startet bei Stufe 0
skillCostInfo.LE = result.LE
skillCostInfo.EP = result.EP
skillCostInfo.GoldCost = result.GoldCost
return nil
}