package storage import ( "context" "errors" "fmt" "math/rand" "github.com/jackc/pgx/v5" "github.com/jackc/pgx/v5/pgxpool" "github.com/denisovdennis/autohero/internal/model" ) // QuestStore handles quest system CRUD operations against PostgreSQL. type QuestStore struct { pool *pgxpool.Pool } // NewQuestStore creates a new QuestStore backed by the given connection pool. func NewQuestStore(pool *pgxpool.Pool) *QuestStore { return &QuestStore{pool: pool} } // ListTowns returns all towns ordered by level_min ascending. func (s *QuestStore) ListTowns(ctx context.Context) ([]model.Town, error) { rows, err := s.pool.Query(ctx, ` SELECT id, name, biome, world_x, world_y, radius, level_min, level_max FROM towns ORDER BY level_min ASC `) if err != nil { return nil, fmt.Errorf("list towns: %w", err) } defer rows.Close() var towns []model.Town for rows.Next() { var t model.Town if err := rows.Scan(&t.ID, &t.Name, &t.Biome, &t.WorldX, &t.WorldY, &t.Radius, &t.LevelMin, &t.LevelMax); err != nil { return nil, fmt.Errorf("scan town: %w", err) } towns = append(towns, t) } if err := rows.Err(); err != nil { return nil, fmt.Errorf("list towns rows: %w", err) } if towns == nil { towns = []model.Town{} } return towns, nil } // GetTown loads a single town by ID. Returns (nil, nil) if not found. func (s *QuestStore) GetTown(ctx context.Context, townID int64) (*model.Town, error) { var t model.Town err := s.pool.QueryRow(ctx, ` SELECT id, name, biome, world_x, world_y, radius, level_min, level_max FROM towns WHERE id = $1 `, townID).Scan(&t.ID, &t.Name, &t.Biome, &t.WorldX, &t.WorldY, &t.Radius, &t.LevelMin, &t.LevelMax) if err != nil { if errors.Is(err, pgx.ErrNoRows) { return nil, nil } return nil, fmt.Errorf("get town: %w", err) } return &t, nil } // ListNPCsByTown returns all NPCs in the given town. func (s *QuestStore) ListNPCsByTown(ctx context.Context, townID int64) ([]model.NPC, error) { rows, err := s.pool.Query(ctx, ` SELECT id, town_id, name, type, offset_x, offset_y FROM npcs WHERE town_id = $1 ORDER BY id ASC `, townID) if err != nil { return nil, fmt.Errorf("list npcs by town: %w", err) } defer rows.Close() var npcs []model.NPC for rows.Next() { var n model.NPC if err := rows.Scan(&n.ID, &n.TownID, &n.Name, &n.Type, &n.OffsetX, &n.OffsetY); err != nil { return nil, fmt.Errorf("scan npc: %w", err) } npcs = append(npcs, n) } if err := rows.Err(); err != nil { return nil, fmt.Errorf("list npcs rows: %w", err) } if npcs == nil { npcs = []model.NPC{} } return npcs, nil } // GetNPCByID loads a single NPC by primary key. Returns (nil, nil) if not found. func (s *QuestStore) GetNPCByID(ctx context.Context, npcID int64) (*model.NPC, error) { var n model.NPC err := s.pool.QueryRow(ctx, ` SELECT id, town_id, name, type, offset_x, offset_y FROM npcs WHERE id = $1 `, npcID).Scan(&n.ID, &n.TownID, &n.Name, &n.Type, &n.OffsetX, &n.OffsetY) if err != nil { if errors.Is(err, pgx.ErrNoRows) { return nil, nil } return nil, fmt.Errorf("get npc by id: %w", err) } return &n, nil } // ListAllNPCs returns every NPC across all towns. func (s *QuestStore) ListAllNPCs(ctx context.Context) ([]model.NPC, error) { rows, err := s.pool.Query(ctx, ` SELECT id, town_id, name, type, offset_x, offset_y FROM npcs ORDER BY town_id ASC, id ASC `) if err != nil { return nil, fmt.Errorf("list all npcs: %w", err) } defer rows.Close() var npcs []model.NPC for rows.Next() { var n model.NPC if err := rows.Scan(&n.ID, &n.TownID, &n.Name, &n.Type, &n.OffsetX, &n.OffsetY); err != nil { return nil, fmt.Errorf("scan npc: %w", err) } npcs = append(npcs, n) } if err := rows.Err(); err != nil { return nil, fmt.Errorf("list all npcs rows: %w", err) } if npcs == nil { npcs = []model.NPC{} } return npcs, nil } // ListQuestsByNPCForHeroLevel returns quests offered by an NPC that match the hero level range. func (s *QuestStore) ListQuestsByNPCForHeroLevel(ctx context.Context, npcID int64, heroLevel int) ([]model.Quest, error) { rows, err := s.pool.Query(ctx, ` SELECT id, npc_id, title, description, type, target_count, target_enemy_type, target_town_id, drop_chance, min_level, max_level, reward_xp, reward_gold, reward_potions FROM quests WHERE npc_id = $1 AND $2 BETWEEN min_level AND max_level ORDER BY min_level ASC, id ASC `, npcID, heroLevel) if err != nil { return nil, fmt.Errorf("list quests by npc for level: %w", err) } defer rows.Close() var quests []model.Quest for rows.Next() { var q model.Quest if err := rows.Scan( &q.ID, &q.NPCID, &q.Title, &q.Description, &q.Type, &q.TargetCount, &q.TargetEnemyType, &q.TargetTownID, &q.DropChance, &q.MinLevel, &q.MaxLevel, &q.RewardXP, &q.RewardGold, &q.RewardPotions, ); err != nil { return nil, fmt.Errorf("scan quest: %w", err) } quests = append(quests, q) } if err := rows.Err(); err != nil { return nil, fmt.Errorf("list quests by npc for level rows: %w", err) } if quests == nil { quests = []model.Quest{} } return quests, nil } // ListQuestsByNPC returns all quest templates offered by the given NPC. func (s *QuestStore) ListQuestsByNPC(ctx context.Context, npcID int64) ([]model.Quest, error) { rows, err := s.pool.Query(ctx, ` SELECT id, npc_id, title, description, type, target_count, target_enemy_type, target_town_id, drop_chance, min_level, max_level, reward_xp, reward_gold, reward_potions FROM quests WHERE npc_id = $1 ORDER BY min_level ASC, id ASC `, npcID) if err != nil { return nil, fmt.Errorf("list quests by npc: %w", err) } defer rows.Close() var quests []model.Quest for rows.Next() { var q model.Quest if err := rows.Scan( &q.ID, &q.NPCID, &q.Title, &q.Description, &q.Type, &q.TargetCount, &q.TargetEnemyType, &q.TargetTownID, &q.DropChance, &q.MinLevel, &q.MaxLevel, &q.RewardXP, &q.RewardGold, &q.RewardPotions, ); err != nil { return nil, fmt.Errorf("scan quest: %w", err) } quests = append(quests, q) } if err := rows.Err(); err != nil { return nil, fmt.Errorf("list quests rows: %w", err) } if quests == nil { quests = []model.Quest{} } return quests, nil } // AcceptQuest creates a hero_quests row for the given hero and quest. // Returns an error if the quest is already accepted/active. func (s *QuestStore) AcceptQuest(ctx context.Context, heroID int64, questID int64) error { _, err := s.pool.Exec(ctx, ` INSERT INTO hero_quests (hero_id, quest_id, status, progress, accepted_at) VALUES ($1, $2, 'accepted', 0, now()) ON CONFLICT (hero_id, quest_id) DO NOTHING `, heroID, questID) if err != nil { return fmt.Errorf("accept quest: %w", err) } return nil } // ListHeroQuests returns all quests for the hero with their quest template joined. func (s *QuestStore) ListHeroQuests(ctx context.Context, heroID int64) ([]model.HeroQuest, error) { rows, err := s.pool.Query(ctx, ` SELECT hq.id, hq.hero_id, hq.quest_id, hq.status, hq.progress, hq.accepted_at, hq.completed_at, hq.claimed_at, q.id, q.npc_id, q.title, q.description, q.type, q.target_count, q.target_enemy_type, q.target_town_id, q.drop_chance, q.min_level, q.max_level, q.reward_xp, q.reward_gold, q.reward_potions FROM hero_quests hq JOIN quests q ON hq.quest_id = q.id WHERE hq.hero_id = $1 ORDER BY hq.accepted_at DESC `, heroID) if err != nil { return nil, fmt.Errorf("list hero quests: %w", err) } defer rows.Close() var hqs []model.HeroQuest for rows.Next() { var hq model.HeroQuest var q model.Quest if err := rows.Scan( &hq.ID, &hq.HeroID, &hq.QuestID, &hq.Status, &hq.Progress, &hq.AcceptedAt, &hq.CompletedAt, &hq.ClaimedAt, &q.ID, &q.NPCID, &q.Title, &q.Description, &q.Type, &q.TargetCount, &q.TargetEnemyType, &q.TargetTownID, &q.DropChance, &q.MinLevel, &q.MaxLevel, &q.RewardXP, &q.RewardGold, &q.RewardPotions, ); err != nil { return nil, fmt.Errorf("scan hero quest: %w", err) } hq.Quest = &q hqs = append(hqs, hq) } if err := rows.Err(); err != nil { return nil, fmt.Errorf("list hero quests rows: %w", err) } if hqs == nil { hqs = []model.HeroQuest{} } return hqs, nil } // IncrementQuestProgress increments progress for all matching accepted quests. // For kill_count: objectiveType="kill_count", targetValue=enemy type (or "" for any). // For collect_item: objectiveType="collect_item", delta from drop chance roll. // Quests that reach target_count are automatically marked as completed. func (s *QuestStore) IncrementQuestProgress(ctx context.Context, heroID int64, objectiveType string, targetValue string, delta int) error { if delta <= 0 { return nil } // Update progress for matching quests. A quest matches if: // - It belongs to this hero and is in 'accepted' status // - Its type matches objectiveType // - Its target_enemy_type matches targetValue (or target_enemy_type IS NULL for "any") var query string var args []any if targetValue != "" { query = ` UPDATE hero_quests hq SET progress = LEAST(progress + $3, q.target_count), status = CASE WHEN progress + $3 >= q.target_count THEN 'completed' ELSE status END, completed_at = CASE WHEN progress + $3 >= q.target_count AND completed_at IS NULL THEN now() ELSE completed_at END FROM quests q WHERE hq.quest_id = q.id AND hq.hero_id = $1 AND hq.status = 'accepted' AND q.type = $2 AND (q.target_enemy_type = $4 OR q.target_enemy_type IS NULL) ` args = []any{heroID, objectiveType, delta, targetValue} } else { query = ` UPDATE hero_quests hq SET progress = LEAST(progress + $3, q.target_count), status = CASE WHEN progress + $3 >= q.target_count THEN 'completed' ELSE status END, completed_at = CASE WHEN progress + $3 >= q.target_count AND completed_at IS NULL THEN now() ELSE completed_at END FROM quests q WHERE hq.quest_id = q.id AND hq.hero_id = $1 AND hq.status = 'accepted' AND q.type = $2 ` args = []any{heroID, objectiveType, delta} } _, err := s.pool.Exec(ctx, query, args...) if err != nil { return fmt.Errorf("increment quest progress: %w", err) } return nil } // ClaimQuestReward marks a completed quest as claimed and returns the rewards. // Returns an error if the quest is not in 'completed' status. func (s *QuestStore) ClaimQuestReward(ctx context.Context, heroID int64, questID int64) (*model.QuestReward, error) { var reward model.QuestReward err := s.pool.QueryRow(ctx, ` UPDATE hero_quests hq SET status = 'claimed', claimed_at = now() FROM quests q WHERE hq.quest_id = q.id AND hq.hero_id = $1 AND hq.id = $2 AND hq.status = 'completed' RETURNING q.reward_xp, q.reward_gold, q.reward_potions `, heroID, questID).Scan(&reward.XP, &reward.Gold, &reward.Potions) if err != nil { if errors.Is(err, pgx.ErrNoRows) { return nil, fmt.Errorf("quest not found or not in completed status") } return nil, fmt.Errorf("claim quest reward: %w", err) } return &reward, nil } // AbandonQuest removes a hero's quest entry. Only accepted/completed quests // can be abandoned (not already claimed). func (s *QuestStore) AbandonQuest(ctx context.Context, heroID int64, questID int64) error { tag, err := s.pool.Exec(ctx, ` DELETE FROM hero_quests WHERE hero_id = $1 AND quest_id = $2 AND status != 'claimed' `, heroID, questID) if err != nil { return fmt.Errorf("abandon quest: %w", err) } if tag.RowsAffected() == 0 { return fmt.Errorf("quest not found or already claimed") } return nil } // IncrementVisitTownProgress updates visit_town quests when a hero enters a town. func (s *QuestStore) IncrementVisitTownProgress(ctx context.Context, heroID int64, townID int64) error { _, err := s.pool.Exec(ctx, ` UPDATE hero_quests hq SET progress = LEAST(progress + 1, q.target_count), status = CASE WHEN progress + 1 >= q.target_count THEN 'completed' ELSE status END, completed_at = CASE WHEN progress + 1 >= q.target_count AND completed_at IS NULL THEN now() ELSE completed_at END FROM quests q WHERE hq.quest_id = q.id AND hq.hero_id = $1 AND hq.status = 'accepted' AND q.type = 'visit_town' AND q.target_town_id = $2 `, heroID, townID) if err != nil { return fmt.Errorf("increment visit town progress: %w", err) } return nil } // IncrementCollectItemProgress increments collect_item quests by rolling the drop_chance. // Called after a kill; each matching quest gets a roll for each delta kill. func (s *QuestStore) IncrementCollectItemProgress(ctx context.Context, heroID int64, enemyType string) error { // Fetch active collect_item quests for this hero rows, err := s.pool.Query(ctx, ` SELECT hq.id, q.target_count, hq.progress, q.drop_chance, q.target_enemy_type FROM hero_quests hq JOIN quests q ON hq.quest_id = q.id WHERE hq.hero_id = $1 AND hq.status = 'accepted' AND q.type = 'collect_item' `, heroID) if err != nil { return fmt.Errorf("list collect item quests: %w", err) } defer rows.Close() type collectQuest struct { hqID int64 targetCount int progress int dropChance float64 targetEnemyType *string } var cqs []collectQuest for rows.Next() { var cq collectQuest if err := rows.Scan(&cq.hqID, &cq.targetCount, &cq.progress, &cq.dropChance, &cq.targetEnemyType); err != nil { return fmt.Errorf("scan collect quest: %w", err) } cqs = append(cqs, cq) } if err := rows.Err(); err != nil { return fmt.Errorf("collect item quests rows: %w", err) } for _, cq := range cqs { // Check if the enemy type matches (nil = any enemy) if cq.targetEnemyType != nil && *cq.targetEnemyType != enemyType { continue } if cq.progress >= cq.targetCount { continue } // Roll the drop chance roll := randFloat64() if roll >= cq.dropChance { continue } // Increment progress by 1 _, err := s.pool.Exec(ctx, ` UPDATE hero_quests SET progress = LEAST(progress + 1, $2), status = CASE WHEN progress + 1 >= $2 THEN 'completed' ELSE status END, completed_at = CASE WHEN progress + 1 >= $2 AND completed_at IS NULL THEN now() ELSE completed_at END WHERE id = $1 `, cq.hqID, cq.targetCount) if err != nil { return fmt.Errorf("update collect item progress: %w", err) } } return nil } // randFloat64 wraps rand.Float64 for testability. var randFloat64 = rand.Float64