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2020-09-05 16:46:54 -04:00

167 lines
3.8 KiB
Go

package entities
import (
"context"
"encoding/json"
"fmt"
"github.com/heroiclabs/nakama-common/runtime"
"github.com/josephbmanley/family/server/plugin/gameworld"
"strconv"
)
type PlayerSaveData struct {
Faction int
Name string
}
// PlayerEntity is the go struct representing the player's location
type PlayerEntity struct {
Presence runtime.Presence
Faction gameworld.Faction
Name string
X float64
Y float64
}
// PlayerPosResponse struct that represents client data
type PlayerPosResponse struct {
X string
Y string
}
// PlayerDataExists checks if precense has saved data
func PlayerDataExists(ctx context.Context, nk runtime.NakamaModule, userID string) (bool, error) {
Reads := []*runtime.StorageRead{
&runtime.StorageRead{
Collection: "playerdata",
Key: "data",
UserID: userID,
},
}
records, err := nk.StorageRead(ctx, Reads)
if err != nil {
return false, err
}
for _, record := range records {
if record.Key == "data" {
return true, nil
}
}
return false, nil
}
// LoadPlayer creates player object
func LoadPlayer(ctx context.Context, nk runtime.NakamaModule, presence runtime.Presence) (*PlayerEntity, error) {
player := &PlayerEntity{Presence: presence}
// Read storage
PlayerReads := []*runtime.StorageRead{
&runtime.StorageRead{
Collection: "playerdata",
Key: "data",
UserID: player.Presence.GetUserId(),
},
}
records, err := nk.StorageRead(ctx, PlayerReads)
if err != nil {
return player, err
}
// Load storage records into object
for _, record := range records {
switch record.Key {
case "data":
responseData := PlayerSaveData{}
err := json.Unmarshal([]byte(record.Value), &responseData)
if err != nil {
return player, err
}
player.Name = responseData.Name
player.Faction = gameworld.Faction(responseData.Faction)
player.X = 16.0
player.Y = 16.0
}
}
return player, nil
}
// GetPosJSON returns the player's position as a JSON object
func (p *PlayerEntity) GetPosJSON() ([]byte, error) {
playerMap := map[string]string{
"player": p.Presence.GetUserId(),
"x": fmt.Sprintf("%f", p.X),
"y": fmt.Sprintf("%f", p.Y),
}
jsonData, err := json.Marshal(playerMap)
return jsonData, err
}
// Save passes the precensce id to SaveUserID
func (p *PlayerEntity) Save(ctx context.Context, nk runtime.NakamaModule) error {
return p.SaveUserID(ctx, nk, p.Presence.GetUserId())
}
// SaveUserID saves player data to nakama
func (p *PlayerEntity) SaveUserID(ctx context.Context, nk runtime.NakamaModule, userID string) error {
saveData := PlayerSaveData{
Name: p.Name,
Faction: int(p.Faction),
}
saveJSON, err := json.Marshal(saveData)
if err != nil {
return err
}
PlayerWrites := []*runtime.StorageWrite{
&runtime.StorageWrite{
Collection: "playerdata",
Key: "data",
Value: string(saveJSON),
UserID: userID,
},
}
_, err = nk.StorageWrite(ctx, PlayerWrites)
return nil
}
// ParsePositionRequest parses data from client
func (p *PlayerEntity) ParsePositionRequest(data []byte) (PlayerPosResponse, error) {
var response PlayerPosResponse
err := json.Unmarshal(data, &response)
return response, err
}
//UpdateBasedOnResponse updates the player object based on a response object
func (p *PlayerEntity) UpdateBasedOnResponse(response PlayerPosResponse) error {
if fx, err := strconv.ParseFloat(response.X, 64); err != nil {
return err
} else {
p.X = fx
if fy, err := strconv.ParseFloat(response.Y, 64); err != nil {
return err
} else {
p.Y = fy
}
}
return nil
}
// GetStateJSON builds a json object for player state
func (p *PlayerEntity) GetStateJSON() ([]byte, error) {
playerMap := map[string]string{
"player": p.Presence.GetUserId(),
"name": p.Name,
"faction": strconv.Itoa(int(p.Faction)),
}
jsonData, err := json.Marshal(playerMap)
return jsonData, err
}