Files
bamort/backend/models/model_gsmaster.go
T
2026-01-28 07:44:17 +01:00

746 lines
20 KiB
Go

package models
import (
"bamort/database"
"fmt"
"gorm.io/gorm"
)
type BamortBase struct {
ID uint `gorm:"primaryKey" json:"id"`
Name string `json:"name"`
}
type BamortCharTrait struct {
BamortBase
CharacterID uint `gorm:"index" json:"character_id"`
UserID uint `gorm:"index" json:"user_id"`
}
type Magisch struct {
IstMagisch bool `json:"ist_magisch"`
Abw int `json:"abw"`
Ausgebrannt bool `json:"ausgebrannt"`
}
type LookupList struct {
ID uint `gorm:"primaryKey" json:"id"` //`gorm:"default:uuid_generate_v3()"` // db func
GameSystem string `gorm:"column:game_system;index;default:midgard" json:"game_system"`
Name string `gorm:"type:varchar(255);index" json:"name"`
Beschreibung string `json:"beschreibung"`
Quelle string `json:"quelle"` // Deprecated: Für Rückwärtskompatibilität
SourceID uint `gorm:"index" json:"source_id,omitempty"` // Verweis auf strukturierte Quelle
PageNumber int `json:"page_number,omitempty"` // Seitenzahl im Quellenbuch
}
type LearnCost struct {
Stufe int `json:"stufe"`
LE int `json:"le"`
TE int `json:"te"`
Ep int `json:"ep"`
Money int `json:"money"`
PP int `json:"pp"`
}
type Skill struct {
ID uint `gorm:"primaryKey" json:"id"`
GameSystem string `gorm:"column:game_system;index;default:midgard" json:"game_system"`
Name string `gorm:"type:varchar(255);index" json:"name"`
Beschreibung string `json:"beschreibung"`
Quelle string `json:"quelle"` // Deprecated: Für Rückwärtskompatibilität
SourceID uint `gorm:"index" json:"source_id,omitempty"` // Verweis auf strukturierte Quelle
PageNumber int `json:"page_number,omitempty"` // Seitenzahl im Quellenbuch
Initialwert int `gorm:"default:5" json:"initialwert"`
BasisWert int `gorm:"default:0" json:"basiswert"`
Bonuseigenschaft string `json:"bonuseigenschaft,omitempty"`
Improvable bool `json:"improvable"`
InnateSkill bool `json:"innateskill"`
Category string `json:"category"`
Difficulty string `json:"difficulty"`
}
type WeaponSkill struct {
Skill
}
type Spell struct {
ID uint `gorm:"primaryKey" json:"id"`
GameSystem string `gorm:"column:game_system;index;default:midgard" json:"game_system"`
Name string `gorm:"type:varchar(255);index" json:"name"`
Beschreibung string `json:"beschreibung"`
Quelle string `json:"quelle"` // Deprecated: Für Rückwärtskompatibilität
SourceID uint `gorm:"index" json:"source_id,omitempty"` // Verweis auf strukturierte Quelle
PageNumber int `json:"page_number,omitempty"` // Seitenzahl im Quellenbuch
Bonus int `json:"bonus"`
Stufe int `json:"level"`
AP string `gorm:"default:1" json:"ap"`
Art string `gorm:"default:Gestenzauber" json:"art"`
Zauberdauer string `gorm:"default:10 sec" json:"zauberdauer"`
Reichweite string `json:"reichweite"` // in m
Wirkungsziel string `json:"wirkungsziel"`
Wirkungsbereich string `json:"wirkungsbereich"`
Wirkungsdauer string `json:"wirkungsdauer"`
Ursprung string `json:"ursprung"`
Category string `gorm:"default:normal" json:"category"` // spell_school
LearningCategory string `gorm:"type:varchar(25);index" json:"learning_category"`
}
type Equipment struct {
ID uint `gorm:"primaryKey" json:"id"`
GameSystem string `gorm:"column:game_system;index;default:midgard" json:"game_system"`
Name string `gorm:"type:varchar(255);index" json:"name"`
Beschreibung string `json:"beschreibung"`
Quelle string `json:"quelle"` // Deprecated: Für Rückwärtskompatibilität
SourceID uint `gorm:"index" json:"source_id,omitempty"` // Verweis auf strukturierte Quelle
PageNumber int `json:"page_number,omitempty"` // Seitenzahl im Quellenbuch
Gewicht float64 `json:"gewicht"` // in kg
Wert float64 `json:"wert"` // in Gold
PersonalItem bool `gorm:"default:false" json:"personal_item"`
}
type Weapon struct {
Equipment
SkillRequired string `json:"skill_required"`
Damage string `json:"damage"`
RangeNear int `json:"range_near"` // Range in meters for "Nah" (near)
RangeMiddle int `json:"range_middle"` // Range in meters for "Mittel" (medium)
RangeFar int `json:"range_far"` // Range in meters for "Fern" (far)
}
type Container struct {
Equipment
Tragkraft float64 `json:"tragkraft"` // in kg
Volumen float64 `json:"volumen"` // in Liter
}
type Transportation struct {
Container
}
type Believe struct {
ID uint `gorm:"primaryKey" json:"id"`
GameSystem string `gorm:"column:game_system;index;default:midgard" json:"game_system"`
Name string `gorm:"type:varchar(255);index" json:"name"`
Beschreibung string `json:"beschreibung"`
Quelle string `json:"quelle"` // Deprecated: Für Rückwärtskompatibilität
SourceID uint `gorm:"index" json:"source_id,omitempty"` // Verweis auf strukturierte Quelle
PageNumber int `json:"page_number,omitempty"` // Seitenzahl im Quellenbuch
GameSystemId uint `json:"game_system_id,omitempty"`
}
// MiscLookup represents miscellaneous lookup values like gender, race, origin, etc.
type MiscLookup struct {
ID uint `gorm:"primaryKey" json:"id"`
GameSystemId uint `json:"game_system_id,omitempty"`
Key string `gorm:"column:key;type:varchar(50);index;not null" json:"key"`
Value string `gorm:"type:varchar(255);not null" json:"value"`
SourceID uint `json:"source_id,omitempty"`
PageNumber int `json:"page_number,omitempty"`
}
func (object *Skill) TableName() string {
dbPrefix := "gsm"
return dbPrefix + "_" + "skills"
}
func (stamm *Skill) Create() error {
gameSystem := "midgard"
stamm.GameSystem = gameSystem
// Set default values for boolean fields if not explicitly set
// Note: We cannot rely on GORM defaults anymore since they interfere with copying operations
if !stamm.Improvable && !stamm.InnateSkill {
// If both are false, set Improvable to true as default (most skills are improvable)
stamm.Improvable = true
}
err := database.DB.Transaction(func(tx *gorm.DB) error {
// Save the main character record
if err := tx.Create(&stamm).Error; err != nil {
return fmt.Errorf("failed to save LookupSkill: %w", err)
}
return nil
})
return err
}
func (stamm *Skill) First(name string) error {
if name == "" {
return fmt.Errorf("name cannot be empty")
}
gameSystem := "midgard"
// Order by ID to get the record with the lowest ID when multiple categories exist
err := database.DB.Where("game_system=? AND name = ?", gameSystem, name).Order("id ASC").First(&stamm).Error
if err != nil {
// Fertigkeit found
return err
}
return nil
}
func (object *Skill) FirstId(value uint) error {
gameSystem := "midgard"
err := database.DB.First(&object, "game_system=? AND id = ?", gameSystem, value).Error
if err != nil {
// zauber found
return err
}
return nil
}
func (object *Skill) Select(fieldName string, value string) ([]Skill, error) {
gameSystem := "midgard"
var skills []Skill
err := database.DB.Find(&skills, "game_system=? AND "+fieldName+" = ?", gameSystem, value).Error
if err != nil {
return nil, err
}
return skills, nil
}
func SelectSkills(opts ...string) ([]Skill, error) {
fieldName := ""
value := ""
gameSystem := "midgard"
if len(opts) > 1 {
fieldName = opts[0]
value = opts[1]
}
var skills []Skill
if fieldName == "" {
err := database.DB.Find(&skills, "game_system=?", gameSystem).Error
if err != nil {
return nil, err
}
} else {
err := database.DB.Find(&skills, "game_system=? AND "+fieldName+" = ?", gameSystem, value).Error
if err != nil {
return nil, err
}
}
return skills, nil
}
func (object *Skill) Save() error {
err := database.DB.Save(&object).Error
if err != nil {
// zauber found
return err
}
return nil
}
func (object *Skill) Delete() error {
result := database.DB.Delete(&object, object.ID)
if result.Error != nil {
return result.Error
}
if result.RowsAffected == 0 {
return fmt.Errorf("no record found with ID %v", object.ID)
}
return nil
}
func (object *Skill) GetSkillCategories() ([]string, error) {
var categories []string
gameSystem := "midgard"
result := database.DB.Model(&SkillCategory{}).
Where("game_system = ?", gameSystem).
Pluck("name", &categories)
if result.Error != nil {
return nil, result.Error
}
return categories, nil
}
func (object *WeaponSkill) TableName() string {
dbPrefix := "gsm"
return dbPrefix + "_" + "weaponskills"
}
func (stamm *WeaponSkill) Create() error {
gameSystem := "midgard"
stamm.GameSystem = gameSystem
// Set default values for boolean fields if not explicitly set
if !stamm.Improvable && !stamm.InnateSkill {
stamm.Improvable = true
}
err := database.DB.Transaction(func(tx *gorm.DB) error {
// Save the main character record
if err := tx.Create(&stamm).Error; err != nil {
return fmt.Errorf("failed to save LookupWeaponSkill: %w", err)
}
return nil
})
return err
}
func (stamm *WeaponSkill) First(name string) error {
if name == "" {
return fmt.Errorf("name cannot be empty")
}
gameSystem := "midgard"
// Order by ID to get the record with the lowest ID when multiple categories exist
err := database.DB.Where("game_system=? AND name = ?", gameSystem, name).Order("id ASC").First(&stamm).Error
if err != nil {
// Fertigkeit found
return err
}
return nil
}
func (object *WeaponSkill) FirstId(value uint) error {
gameSystem := "midgard"
err := database.DB.First(&object, "game_system=? AND id = ?", gameSystem, value).Error
if err != nil {
// zauber found
return err
}
return nil
}
func (object *WeaponSkill) Save() error {
err := database.DB.Save(&object).Error
if err != nil {
// zauber found
return err
}
return nil
}
func (object *Spell) TableName() string {
dbPrefix := "gsm"
return dbPrefix + "_" + "spells"
}
func (stamm *Spell) Create() error {
gameSystem := "midgard"
stamm.GameSystem = gameSystem
err := database.DB.Transaction(func(tx *gorm.DB) error {
// Save the main character record
if err := tx.Create(&stamm).Error; err != nil {
return fmt.Errorf("failed to save LookupSpell: %w", err)
}
return nil
})
return err
}
func (stamm *Spell) First(name string) error {
if name == "" {
return fmt.Errorf("name cannot be empty")
}
gameSystem := "midgard"
err := database.DB.First(&stamm, "game_system=? AND name = ?", gameSystem, name).Error
if err != nil {
// zauber found
return err
}
return nil
}
func (object *Spell) FirstId(value uint) error {
gameSystem := "midgard"
err := database.DB.First(&object, "game_system=? AND id = ?", gameSystem, value).Error
if err != nil {
// zauber found
return err
}
return nil
}
func (object *Spell) Save() error {
err := database.DB.Save(&object).Error
if err != nil {
// zauber found
return err
}
return nil
}
// SelectSpells gibt alle Zauber zurück, optional gefiltert nach einem Feld
func SelectSpells(opts ...string) ([]Spell, error) {
fieldName := ""
value := ""
gameSystem := "midgard"
if len(opts) > 1 {
fieldName = opts[0]
value = opts[1]
}
var spells []Spell
if fieldName == "" {
err := database.DB.Find(&spells, "game_system=?", gameSystem).Error
if err != nil {
return nil, err
}
} else {
err := database.DB.Find(&spells, "game_system=? AND "+fieldName+" = ?", gameSystem, value).Error
if err != nil {
return nil, err
}
}
return spells, nil
}
func (object *Spell) GetSpellCategories() ([]string, error) {
var categories []string
gameSystem := "midgard"
result := database.DB.Model(&SpellSchool{}).
Where("game_system = ?", gameSystem).
Pluck("name", &categories)
if result.Error != nil {
return nil, result.Error
}
return categories, nil
}
func (object *Equipment) TableName() string {
dbPrefix := "gsm"
return dbPrefix + "_" + "equipments"
}
func (stamm *Equipment) Create() error {
gameSystem := "midgard"
stamm.GameSystem = gameSystem
err := database.DB.Transaction(func(tx *gorm.DB) error {
// Save the main character record
if err := tx.Create(&stamm).Error; err != nil {
return fmt.Errorf("failed to save LookupEquipment: %w", err)
}
return nil
})
return err
}
func (stamm *Equipment) First(name string) error {
if name == "" {
return fmt.Errorf("name cannot be empty")
}
gameSystem := "midgard"
err := database.DB.First(&stamm, "game_system=? AND name = ?", gameSystem, name).Error
if err != nil {
// zauber found
return err
}
return nil
}
func (object *Equipment) FirstId(value uint) error {
gameSystem := "midgard"
err := database.DB.First(&object, "game_system=? AND id = ?", gameSystem, value).Error
if err != nil {
// zauber found
return err
}
return nil
}
func (object *Equipment) Save() error {
err := database.DB.Save(&object).Error
if err != nil {
// zauber found
return err
}
return nil
}
func (object *Weapon) TableName() string {
dbPrefix := "gsm"
return dbPrefix + "_" + "weapons"
}
// IsRanged returns true if the weapon has at least one range value > 0
func (w *Weapon) IsRanged() bool {
return w.RangeNear > 0 || w.RangeMiddle > 0 || w.RangeFar > 0
}
func (stamm *Weapon) Create() error {
gameSystem := "midgard"
stamm.GameSystem = gameSystem
err := database.DB.Transaction(func(tx *gorm.DB) error {
// Save the main character record
if err := tx.Create(&stamm).Error; err != nil {
return fmt.Errorf("failed to save LookupEquipment: %w", err)
}
return nil
})
return err
}
func (stamm *Weapon) First(name string) error {
if name == "" {
return fmt.Errorf("name cannot be empty")
}
gameSystem := "midgard"
err := database.DB.First(&stamm, "game_system=? AND name = ?", gameSystem, name).Error
if err != nil {
// zauber found
return err
}
return nil
}
func (object *Weapon) FirstId(id uint) error {
gameSystem := "midgard"
err := database.DB.First(&object, "game_system=? AND id = ?", gameSystem, id).Error
if err != nil {
return err
}
return nil
}
func (object *Weapon) Save() error {
err := database.DB.Save(&object).Error
if err != nil {
// zauber found
return err
}
return nil
}
func (object *Container) TableName() string {
dbPrefix := "gsm"
return dbPrefix + "_" + "containers"
}
func (stamm *Container) Create() error {
gameSystem := "midgard"
stamm.GameSystem = gameSystem
err := database.DB.Transaction(func(tx *gorm.DB) error {
// Save the main character record
if err := tx.Create(&stamm).Error; err != nil {
return fmt.Errorf("failed to save LookupContainer: %w", err)
}
return nil
})
return err
}
func (stamm *Container) First(name string) error {
if name == "" {
return fmt.Errorf("name cannot be empty")
}
gameSystem := "midgard"
err := database.DB.First(&stamm, "game_system=? AND name = ?", gameSystem, name).Error
if err != nil {
// zauber found
return err
}
return nil
}
func (object *Container) FirstId(value uint) error {
gameSystem := "midgard"
err := database.DB.First(&object, "game_system=? AND id = ?", gameSystem, value).Error
if err != nil {
// zauber found
return err
}
return nil
}
func (object *Container) Save() error {
err := database.DB.Save(&object).Error
if err != nil {
// zauber found
return err
}
return nil
}
func (object *Transportation) TableName() string {
dbPrefix := "gsm"
return dbPrefix + "_" + "transportations"
}
func (stamm *Transportation) Create() error {
gameSystem := "midgard"
stamm.GameSystem = gameSystem
err := database.DB.Transaction(func(tx *gorm.DB) error {
// Save the main character record
if err := tx.Create(&stamm).Error; err != nil {
return fmt.Errorf("failed to save Lookup: %w", err)
}
return nil
})
return err
}
func (object *Transportation) FirstId(value uint) error {
gameSystem := "midgard"
err := database.DB.First(&object, "game_system=? AND id = ?", gameSystem, value).Error
if err != nil {
// zauber found
return err
}
return nil
}
func (stamm *Transportation) First(name string) error {
if name == "" {
return fmt.Errorf("name cannot be empty")
}
gameSystem := "midgard"
err := database.DB.First(&stamm, "game_system=? AND name = ?", gameSystem, name).Error
if err != nil {
// zauber found
return err
}
return nil
}
func (object *Transportation) Save() error {
err := database.DB.Save(&object).Error
if err != nil {
// zauber found
return err
}
return nil
}
func (object *Believe) TableName() string {
dbPrefix := "gsm"
return dbPrefix + "_" + "believes"
}
func (object *Believe) ensureGameSystem() {
gs := GetGameSystem(object.GameSystemId, "")
object.GameSystemId = gs.ID
object.GameSystem = gs.Name
}
func (object *Believe) BeforeCreate(tx *gorm.DB) error {
object.ensureGameSystem()
return nil
}
func (object *Believe) BeforeSave(tx *gorm.DB) error {
object.ensureGameSystem()
return nil
}
func (object *Believe) Create() error {
err := database.DB.Transaction(func(tx *gorm.DB) error {
// Save the main character record
if err := tx.Create(&object).Error; err != nil {
return fmt.Errorf("failed to save Lookup: %w", err)
}
return nil
})
return err
}
func (object *Believe) Save() error {
err := database.DB.Save(&object).Error
if err != nil {
// zauber found
return err
}
return nil
}
func (object *Believe) FirstId(value uint) error {
gs := GetGameSystem(object.GameSystemId, object.GameSystem)
object.GameSystemId = gs.ID
object.GameSystem = gs.Name
err := database.DB.First(&object, "(game_system=? OR game_system_id=?) AND id = ?", object.GameSystem, object.GameSystemId, value).Error
if err != nil {
// zauber found
return err
}
return nil
}
func (object *Believe) First(name string) error {
if name == "" {
return fmt.Errorf("name cannot be empty")
}
gs := GetGameSystem(object.GameSystemId, object.GameSystem)
object.GameSystemId = gs.ID
object.GameSystem = gs.Name
err := database.DB.First(&object, "(game_system=? OR game_system_id=?) AND name = ?", object.GameSystem, object.GameSystemId, name).Error
if err != nil {
// zauber found
return err
}
return nil
}
// GetBelievesByActiveSources gibt Glaubensrichtungen nach aktiven Quellen zurück
func GetBelievesByActiveSources(gameSystem string) ([]Believe, error) {
var believes []Believe
gs := GetGameSystem(0, gameSystem)
if gs.ID == 0 {
// return empty slice if no valid game system found
return believes, fmt.Errorf("No GameSystem ID or Name found for %s", gameSystem)
}
err := database.DB.
Joins("LEFT JOIN gsm_lit_sources ON gsm_believes.source_id = gsm_lit_sources.id").
Where("(gsm_believes.game_system = ? or gsm_believes.game_system_id=?) AND (gsm_lit_sources.is_active = ? OR gsm_believes.source_id IS NULL)", gs.Name, gs.ID, true).
Order("gsm_believes.name ASC").
Find(&believes).Error
return believes, err
}
func (object *MiscLookup) ensureGameSystem() {
gs := GetGameSystem(object.GameSystemId, "")
object.GameSystemId = gs.ID
}
func (object *MiscLookup) BeforeCreate(tx *gorm.DB) error {
object.ensureGameSystem()
return nil
}
func (object *MiscLookup) BeforeSave(tx *gorm.DB) error {
object.ensureGameSystem()
return nil
}
// TableName specifies the table name for MiscLookup
func (MiscLookup) TableName() string {
return "gsm_misc"
}
func GetGameSystem(id uint, name string) *GameSystem {
gs := &GameSystem{}
if id == 0 && name == "" {
gs.GetDefault()
return gs
}
if id == 0 && name != "" {
gs.FirstByCode(name)
if gs.ID == 0 {
gs.FirstByName(name)
}
return gs
}
gs.FirstByID(uint(id))
return gs
}