aboutsummaryrefslogtreecommitdiff
path: root/frontend/GameData.cpp
blob: 45566215f1e3b01ca52487253ef241b7db4e0b42 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
#include <memory>
#include <unordered_map>

#include "backend/Enemy.h"
#include "backend/EnemyFactory.h"
#include "backend/LocationFactory.h"
#include "backend/Object.h"
#include "backend/ObjectFactory.h"

#include "GameData.h"

using namespace std;

GameData & GameData::get_instance() {
	static GameData instance;
	return instance;
}

GameData::GameData() {
	this->db = make_unique<DB>("kerkersendraken.db");
}

Enemy * GameData::create_enemy(const string & name) {
	static DBStatement query = this->db->prepare(R"(
		select
			naam,
			omschrijving,
			minimumobjecten,
			maximumobjecten,
			levenspunten,
			aanvalskans,
			minimumschade,
			maximumschade
		from Vijanden
		where lower(naam) = lower(?)
		limit 1
	)");
	query.reset()
		.bind(name)
	;
	
	try {
		auto row = query.row();
		return EnemyFactory::create_enemy(row.col<const char *>(0), row.col<const char *>(1));
		// TODO: set all other properties
	} catch (...) {
		return EnemyFactory::create_enemy(name.c_str());
	}
}

static const unordered_map<string, ObjectType> type_map = {
	{ "teleportatiedrank", ObjectType::CONSUMABLE },
	{ "ervaringsdrank", ObjectType::CONSUMABLE },
	{ "levenselixer", ObjectType::CONSUMABLE },
	{ "wapenrusting", ObjectType::ARMOR },
	{ "wapen", ObjectType::WEAPON },
	{ "goudstukken", ObjectType::GOLD },
};

Object * GameData::create_object(const string & name) {
	static DBStatement query = this->db->prepare(R"(
		select
			type,
			omschrijving,
			minimumwaarde,
			maximumwaarde,
			bescherming
		from Objecten
		where lower(naam) = lower(?)
		limit 1
	)");
	query.reset()
		.bind(name)
	;
	
	try {
		auto row = query.row();
		string type = row.col<const char *>(0);
		if (!type_map.contains(type)) throw std::exception();
		return ObjectFactory::create_object({
			.name = name.c_str(),
			.description = row.col<const char *>(1, nullptr),
			.type = type_map.at(type),
			.min_value = row.col<int>(2),
			.max_value = row.col<int>(3),
			.protection = row.col<int>(4),
		});
	} catch (...) {
		return ObjectFactory::create_object(name.c_str());
	}
}

Location * GameData::create_location(const string & name) {
	static DBStatement query = this->db->prepare(R"(
		select
			naam,
			beschrijving
		from Locaties
		where lower(naam) = lower(?)
		limit 1
	)");
	query.reset()
		.bind(name)
	;
	
	try {
		auto row = query.row();
		return LocationFactory::create_location(row.col<const char *>(0), row.col<const char *>(1));
	} catch (...) {
		return LocationFactory::create_location(name.c_str());
	}
}

void GameData::leaderbord_add(const string & name, unsigned int gold) {
	static DBStatement stmt = this->db->prepare(R"(
		insert into Leaderboard (naam, goudstukken)
		values (?, ?)
	)");
	stmt.reset()
		.bind(name)
		.bind(gold)
	;
	stmt.execute();
}

vector<string> GameData::random_locations(unsigned count) {
	static DBStatement query = this->db->prepare(R"(
		select naam
		from Locaties
		order by random()
		limit ?
	)");
	query.reset()
		.bind(count)
	;

	vector<string> names = {};
	for (DBQueryRow & row : query.rows()) {
		names.push_back(row.col<const char *>(0));
	}
	return names;
}