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454 lines
14 KiB
Go

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