package models import ( "errors" "time" "github.com/arnaucube/gogame/database" "gopkg.in/mgo.v2/bson" ) type Resources struct { Metal int64 Crystal int64 Deuterium int64 Energy int64 } // UserDb is the data in DB type UserDb struct { Id bson.ObjectId `json:"id" bson:"_id,omitempty"` Name string Password string Email string LastUpdated time.Time Resources Resources Planets []bson.ObjectId } // User is the data in memory, after getting it from DB type User struct { Id bson.ObjectId `json:"id" bson:"_id,omitempty"` Name string LastUpdated time.Time db *database.Db Resources Resources Planets []bson.ObjectId } func NewUser(db *database.Db, name, password, email string) (*User, error) { newUser := UserDb{ Id: bson.NewObjectId(), Name: name, Password: password, Email: email, LastUpdated: time.Now(), Resources: Resources{ Metal: 500, Crystal: 500, Deuterium: 500, Energy: 500, }, } err := db.Users.Insert(newUser) if err != nil { return nil, err } user := UserDbToUser(db, newUser) return user, nil } func UserDbToUser(db *database.Db, u UserDb) *User { return &User{ Id: u.Id, Name: u.Name, LastUpdated: u.LastUpdated, db: db, Resources: u.Resources, Planets: u.Planets, } } func (u *User) StoreInDb() error { err := u.db.Users.Update(bson.M{"_id": u.Id}, bson.M{"$set": bson.M{ "lastupdated": time.Now(), "resources": u.Resources, "planets": u.Planets, }}) return err } func (u *User) GetFromDb() error { var userDb UserDb err := u.db.Users.Find(bson.M{"_id": u.Id}).One(&userDb) if err != nil { return err } u = UserDbToUser(u.db, userDb) return nil } func (u *User) GetPlanets() ([]Planet, error) { var planets []Planet err := u.db.Planets.Find(bson.M{"ownerid": u.Id}).All(&planets) if err != nil { return planets, err } return planets, nil } // GetResources updates the values of resources and returns the value, also updates the user.Resources // Resource types: metal, crystal, deuterium, energy func (u *User) GetResources() (*Resources, error) { // get current values err := u.GetFromDb() if err != nil { return nil, err } // calculate Delta time = currentTime - u.LastUpdated delta := time.Since(u.LastUpdated).Seconds() // get planets planets, err := u.GetPlanets() if err != nil { return nil, err } // get Resource-Plant level in each planet // and calculate growth = ResourcePlant.Level for each planet var metalGrowth, crystalGrowth, deuteriumGrowth, energyGrowth int64 for _, planet := range planets { metalGrowth = metalGrowth + MetalGrowth(planet.Buildings["metalmine"], int64(delta)) crystalGrowth = crystalGrowth + MetalGrowth(planet.Buildings["crystalmine"], int64(delta)) deuteriumGrowth = deuteriumGrowth + MetalGrowth(planet.Buildings["deuteriummine"], int64(delta)) energyGrowth = energyGrowth + MetalGrowth(planet.Buildings["energymine"], int64(delta)) } // calculate newAmount = oldAmount + growth u.Resources.Metal = u.Resources.Metal + metalGrowth u.Resources.Crystal = u.Resources.Crystal + crystalGrowth u.Resources.Deuterium = u.Resources.Deuterium + deuteriumGrowth u.Resources.Energy = u.Resources.Energy + energyGrowth // store new amount to user db err = u.StoreInDb() if err != nil { return nil, err } // return user return &u.Resources, nil } // SpendResources checks if user has enough resources, then substracts the resources, and updates the amounts in the database func (u *User) SpendResources(r Resources) error { err := u.GetFromDb() if err != nil { return err } if u.Resources.Metal < r.Metal { return errors.New("not enough metal resources") } if u.Resources.Crystal < r.Crystal { return errors.New("not enough crystal resources") } if u.Resources.Deuterium < r.Deuterium { return errors.New("not enough deuterium resources") } if u.Resources.Energy < r.Energy { return errors.New("not enough energy resources") } u.Resources.Metal = u.Resources.Metal - r.Metal u.Resources.Crystal = u.Resources.Crystal - r.Crystal u.Resources.Deuterium = u.Resources.Deuterium - r.Deuterium u.Resources.Energy = u.Resources.Energy - r.Energy err = u.StoreInDb() if err != nil { return err } return nil } func (u *User) GetBuildingCost(planet Planet, building string) (Resources, error) { switch building { case "metalmine": return MetalMineCost(planet.Buildings["metalmine"] + 1), nil case "crystalmine": return CrystalMineCost(planet.Buildings["crystalmine"] + 1), nil case "deuteriummine": return DeuteriumMineCost(planet.Buildings["deuteriummine"] + 1), nil case "energymine": return EnergyMineCost(planet.Buildings["energymine"] + 1), nil case "fusionreactor": return FussionReactorCost(planet.Buildings["fusionreactor"] + 1), nil case "roboticsfactory": return RoboticsFactoryCost(planet.Buildings["roboticsfactory"] + 1), nil case "shipyard": return ShipyardCost(planet.Buildings["shipyard"] + 1), nil case "metalstorage": return MetalStorageCost(planet.Buildings["metalstorage"] + 1), nil case "crystalstorage": return CrystalStorageCost(planet.Buildings["crystalstorage"] + 1), nil case "deuteriumstorage": return DeuteriumStorageCost(planet.Buildings["deuteriumstorage"] + 1), nil case "ressearchlab": return RessearchLabCost(planet.Buildings["ressearchlab"] + 1), nil case "alliancedepot": return AllianceDepotCost(planet.Buildings["alliancedepot"] + 1), nil case "missilesilo": return MissileSiloCost(planet.Buildings["missilesilo"] + 1), nil case "spacedock": return SpaceDockCost(planet.Buildings["spacedock"] + 1), nil default: return Resources{}, errors.New("building not found") } }