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
250 lines
5.9 KiB
Go
250 lines
5.9 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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"sort"
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"strings"
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)
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// GetMiscLookupByKey retrieves values for a key using the default game system id.
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// Optional order parameter can be: "id", "value", "source", "source_value" (defaults to "value").
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func GetMiscLookupByKey(key string, order ...string) ([]models.MiscLookup, error) {
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gs := models.GetGameSystem(0, "")
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return GetMiscLookupByKeyForSystem(key, gs.ID, order...)
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}
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// GetMiscLookupByKeyForSystem retrieves values for a key filtered by the provided game system id.
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// Optional order parameter can be: "id", "value", "source", "source_value" (defaults to "value").
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func GetMiscLookupByKeyForSystem(key string, gameSystemId uint, order ...string) ([]models.MiscLookup, error) {
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var items []models.MiscLookup
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orderKey := "value"
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orderBy := "value ASC"
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if len(order) > 0 && order[0] != "" {
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switch order[0] {
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case "id":
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orderKey = "id"
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orderBy = "id ASC"
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case "value":
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orderKey = "value"
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orderBy = "value ASC"
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case "source":
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orderKey = "source"
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orderBy = "source_id ASC, value ASC"
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case "source_value":
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orderKey = "source"
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orderBy = "source_id ASC, value ASC"
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default:
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orderKey = "value"
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orderBy = "value ASC"
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}
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}
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gs := models.GetGameSystem(gameSystemId, "")
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if gs == nil {
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gs = models.GetGameSystem(0, "")
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}
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query := database.DB.Where("`key` = ?", key)
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if gs.ID != 0 {
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query = query.Where("game_system_id = ? OR game_system_id = 0 OR game_system_id IS NULL", gs.ID)
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} else {
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query = query.Where("game_system_id = 0 OR game_system_id IS NULL")
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}
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if err := query.Order(orderBy).Find(&items).Error; err != nil {
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return items, err
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}
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if gs.ID != 0 {
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for i := range items {
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if items[i].GameSystemId == 0 {
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items[i].GameSystemId = gs.ID
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database.DB.Model(&items[i]).Update("game_system_id", gs.ID)
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}
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}
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}
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if key == "faiths" {
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existingValues := make(map[string]struct{}, len(items))
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for i := range items {
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trimmed := strings.TrimSpace(items[i].Value)
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if trimmed == "" {
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continue
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}
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existingValues[trimmed] = struct{}{}
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}
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believeItems, err := collectBeliefsForSystem(gs)
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if err != nil {
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return items, err
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}
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additions := make([]models.MiscLookup, 0, len(believeItems))
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for _, believe := range believeItems {
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value := strings.TrimSpace(believe.Name)
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if value == "" {
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continue
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}
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if _, exists := existingValues[value]; exists {
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continue
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}
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existingValues[value] = struct{}{}
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addition := models.MiscLookup{
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ID: believe.ID,
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Key: key,
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Value: value,
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SourceID: believe.SourceID,
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PageNumber: believe.PageNumber,
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GameSystem: believe.GameSystem,
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GameSystemId: believe.GameSystemId,
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}
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if addition.GameSystemId == 0 && gs.ID != 0 {
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addition.GameSystemId = gs.ID
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}
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additions = append(additions, addition)
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}
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if len(additions) > 0 {
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items = append(items, additions...)
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sortMiscLookup(items, orderKey)
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}
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}
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return items, nil
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}
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func collectBeliefsForSystem(gs *models.GameSystem) ([]models.Believe, error) {
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var believes []models.Believe
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if gs == nil {
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return believes, nil
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}
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query := database.DB.Model(&models.Believe{})
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if gs.ID != 0 {
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query = query.Where("game_system_id = ?", gs.ID)
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}
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if gs.Name != "" {
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query = query.Or("game_system = ?", gs.Name)
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}
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if err := query.Find(&believes).Error; err != nil {
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return believes, err
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}
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return believes, nil
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}
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func sortMiscLookup(items []models.MiscLookup, orderKey string) {
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sort.SliceStable(items, func(i, j int) bool {
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switch orderKey {
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case "id":
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return items[i].ID < items[j].ID
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case "source":
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if items[i].SourceID == items[j].SourceID {
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return items[i].Value < items[j].Value
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}
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return items[i].SourceID < items[j].SourceID
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default:
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return items[i].Value < items[j].Value
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}
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})
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}
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/*
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// PopulateMiscLookupData populates initial misc lookup data if table is empty
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func PopulateMiscLookupData() error {
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// Check if data already exists
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var count int64
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if err := database.DB.Model(&models.MiscLookup{}).Count(&count).Error; err != nil {
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return err
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}
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if count > 0 {
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return nil // Data already exists
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}
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// Define initial data
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initialData := []struct {
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key string
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values []string
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}{
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{
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key: "gender",
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values: []string{"männlich", "weiblich", "divers"},
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},
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{
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key: "races",
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values: []string{"Mensch", "Elf", "Zwerg", "Gnom", "Halbling"},
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},
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{
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key: "origins",
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values: []string{
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"Albai", "Aran", "Chryseia", "Clanngadarn", "Erainn",
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"Eschar", "Fuardain", "Ikengabecken", "KanThaiPan", "Küstenstaaten",
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"Moravod", "Nahuatlan", "Rawindra", "Twyneddin", "Valian",
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},
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},
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{
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key: "social_classes",
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values: []string{"Unfrei", "Volk", "Mittelschicht", "Adel"},
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},
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{
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key: "faiths",
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values: []string{"Keine", "Nathir", "Deis Albai", "Mahal", "Druide"},
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},
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{
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key: "handedness",
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values: []string{"rechts", "links", "beidhändig"},
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},
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{
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key: "social_class_bonus",
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values: []string{"Unfrei|Halbwelt|2", "Volk|Alltag|2", "Mittelschicht|Wissen|2", "Adel|Sozial|2"},
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},
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}
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// Insert data
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for _, item := range initialData {
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for _, value := range item.values {
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misc := models.MiscLookup{
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Key: item.key,
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Value: value,
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SourceID: 1,
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}
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if err := database.DB.Create(&misc).Error; err != nil {
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return err
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}
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}
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}
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return nil
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}
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*/
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// GetSocialClassBonusPoints retrieves bonus learning points for a social class from database
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func GetSocialClassBonusPoints(socialClass string) (map[string]int, error) {
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bonuses, err := GetMiscLookupByKey("social_class_bonus")
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if err != nil {
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return nil, err
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}
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result := make(map[string]int)
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for _, bonus := range bonuses {
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// Parse format: "SocialClass|Category|Points"
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parts := strings.Split(bonus.Value, "|")
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if len(parts) == 3 && parts[0] == socialClass {
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category := parts[1]
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points := 0
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fmt.Sscanf(parts[2], "%d", &points)
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result[category] = points
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}
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}
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return result, nil
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}
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