042a1d4773
* introduced central package registry by package init function * dynamic registration of routes, model, migrations and initializers. * setting a docker compose project name to prevent shutdown of other containers with the same (composer)name * ai documentation * app template * Create tests for ALL API entpoints in ALL packages Based on current data. Ensure that all API endpoints used in frontend are tested. These tests are crucial for the next refactoring tasks. * adopting agent instructions for a more consistent coding style * added desired module layout and debugging information * Fix All Failing tests All failing tests are fixed now that makes the refactoring more easy since all tests must pass * restored routes for maintenance * added common translations * added new tests for API Endpoint * Merge branch 'separate_business_logic' * added lern and skill improvement cost editing * Set Docker image tag when building to prevent rebuild when nothing has changed * add and remove PP for Weaponskill fixed * add and remove PP for same named skills fixed * add new task
168 lines
4.8 KiB
Go
168 lines
4.8 KiB
Go
package gsmaster
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import (
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"bamort/database"
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"bamort/bmrt/models"
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"fmt"
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"gorm.io/gorm"
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)
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// LookupMap builders - reusable functions to build ID<->Code/Name maps
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// buildSourceMap creates a map from source ID to source code
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func buildSourceMap() map[uint]string {
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var sources []models.Source
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database.DB.Find(&sources)
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sourceMap := make(map[uint]string)
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for _, s := range sources {
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sourceMap[s.ID] = s.Code
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}
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return sourceMap
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}
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// buildSourceMapReverse creates a map from source code to source ID
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func buildSourceMapReverse() map[string]uint {
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var sources []models.Source
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database.DB.Find(&sources)
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sourceMap := make(map[string]uint)
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for _, s := range sources {
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sourceMap[s.Code] = s.ID
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}
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return sourceMap
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}
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// buildCategoryMap creates a nested map: game_system -> name -> id
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func buildCategoryMap() map[string]map[string]uint {
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var categories []models.SkillCategory
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database.DB.Find(&categories)
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categoryMap := make(map[string]map[string]uint)
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for _, c := range categories {
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if categoryMap[c.GameSystem] == nil {
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categoryMap[c.GameSystem] = make(map[string]uint)
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}
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categoryMap[c.GameSystem][c.Name] = c.ID
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}
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return categoryMap
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}
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// buildDifficultyMap creates a nested map: game_system -> name -> id
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func buildDifficultyMap() map[string]map[string]uint {
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var difficulties []models.SkillDifficulty
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database.DB.Find(&difficulties)
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difficultyMap := make(map[string]map[string]uint)
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for _, d := range difficulties {
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if difficultyMap[d.GameSystem] == nil {
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difficultyMap[d.GameSystem] = make(map[string]uint)
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}
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difficultyMap[d.GameSystem][d.Name] = d.ID
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}
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return difficultyMap
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}
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// buildCharacterClassMap creates a map from character class code to ID
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func buildCharacterClassMap() map[string]uint {
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var classes []models.CharacterClass
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database.DB.Find(&classes)
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classMap := make(map[string]uint)
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for _, c := range classes {
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classMap[c.Code] = c.ID
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}
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return classMap
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}
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// buildSpellSchoolMap creates a nested map: game_system -> name -> id
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func buildSpellSchoolMap() map[string]map[string]uint {
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var schools []models.SpellSchool
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database.DB.Find(&schools)
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schoolMap := make(map[string]map[string]uint)
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for _, s := range schools {
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if schoolMap[s.GameSystem] == nil {
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schoolMap[s.GameSystem] = make(map[string]uint)
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}
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schoolMap[s.GameSystem][s.Name] = s.ID
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}
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return schoolMap
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}
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// buildSkillMap creates a nested map: game_system -> name -> id
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func buildSkillMap() map[string]map[string]uint {
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var skills []models.Skill
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database.DB.Find(&skills)
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skillMap := make(map[string]map[string]uint)
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for _, s := range skills {
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if skillMap[s.GameSystem] == nil {
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skillMap[s.GameSystem] = make(map[string]uint)
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}
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skillMap[s.GameSystem][s.Name] = s.ID
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}
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return skillMap
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}
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// buildWeaponSkillMap creates a nested map: game_system -> name -> id
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func buildWeaponSkillMap() map[string]map[string]uint {
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var weaponSkills []models.WeaponSkill
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database.DB.Find(&weaponSkills)
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weaponSkillMap := make(map[string]map[string]uint)
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for _, ws := range weaponSkills {
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if weaponSkillMap[ws.GameSystem] == nil {
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weaponSkillMap[ws.GameSystem] = make(map[string]uint)
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}
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weaponSkillMap[ws.GameSystem][ws.Name] = ws.ID
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}
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return weaponSkillMap
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}
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// Generic import helper for entities with name + game_system natural key
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type ImportConfig struct {
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EntityName string // For error messages, e.g., "skill category"
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}
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// findOrCreateByNameAndSystem is a helper for import operations
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// It looks up an entity by name and game_system, creates if not found
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func findOrCreateByNameAndSystem(
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name string,
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gameSystem string,
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model interface{},
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entityName string,
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) error {
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result := database.DB.Where("name = ? AND game_system = ?", name, gameSystem).First(model)
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if result.Error == gorm.ErrRecordNotFound {
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if err := database.DB.Create(model).Error; err != nil {
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return fmt.Errorf("failed to create %s %s: %w", entityName, name, err)
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}
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} else if result.Error != nil {
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return fmt.Errorf("failed to query %s %s: %w", entityName, name, result.Error)
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} else {
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if err := database.DB.Save(model).Error; err != nil {
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return fmt.Errorf("failed to update %s %s: %w", entityName, name, err)
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}
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}
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return nil
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}
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// findOrCreateByCode is a helper for import operations with code as natural key
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func findOrCreateByCode(
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code string,
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model interface{},
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entityName string,
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) error {
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result := database.DB.Where("code = ?", code).First(model)
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if result.Error == gorm.ErrRecordNotFound {
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if err := database.DB.Create(model).Error; err != nil {
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return fmt.Errorf("failed to create %s %s: %w", entityName, code, err)
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}
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} else if result.Error != nil {
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return fmt.Errorf("failed to query %s %s: %w", entityName, code, result.Error)
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} else {
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if err := database.DB.Save(model).Error; err != nil {
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return fmt.Errorf("failed to update %s %s: %w", entityName, code, err)
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}
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}
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return nil
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}
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