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