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user.go
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package main
import (
"errors"
"sync"
"time"
)
// UserManager struct
type UserManager struct {
db *DBHandler
querylocker sync.RWMutex
}
// User struct
type User struct {
ID string `storm:"id"` // primary key
Perms []uint64 // Internal Permissions - NOT Discord Roles
RoleIDs []string
// Profile stuff
Name string
SkinTone string
Race string
Class string
SecondaryClass string
Gender string
HairColor string
HairStyle string
Height int //height in cm
Stamina int64
Mana int64
Sanity int64
Focus int64
Fortitude int64
QuestFlags []string
Statuses []string
Crawling bool
Crouching bool
Standing bool
Sitting bool
Swimming bool
Flying bool
// Body Parts Can Have Individual States
REye string
LEye string
Mouth string
RHand string
LHand string
RArm string
LArm string
Head string
Torso string
RLeg string
RFoot string
LLeg string
LFoot string
RingSize int
Email string
Registered string
RegistrationStatus string
RegisteredDate time.Time
// Related to tracking taveling
GuildID string `storm:"index"` // GuildID of the users current guild
RoomID string `storm:"index"` // ChannelID of the users current room
ItemsMap []string // An ID pointing to the item in the database
LastActions []string
LastActionTimes []time.Time
Strength int
Dexterity int
Constitution int
Intelligence int
Wisdom int
Charisma int
InitiativeMod float64
HitPoints int64
ExperiencePoints int64
Acrobatics int64
Appraise int64
Bluff int64
Climb int64
CraftOneType int64
CraftOne int64
CraftTwoType int64
CraftTwo int64
CraftThreeType int64
CraftThree int64
Diplomacy int64
DisableDevice int64
Disguise int64
EscapeArtist int64
Fly int64
HandleAnimal int64
Heal int64
Intimidate int64
KnowledgeArcana int64
KnowledgeDungeoneering int64
KnowledgeEngineering int64
KnowledgeGeography int64
KnowledgeHistory int64
KnowledgeLocal int64
KnowledgeNature int64
KnowledgeNobility int64
KnowledgePlains int64
KnowledgeReligion int64
Linguistics int64
Perception int64
PerformOneType string
PerformOne int64
PerformTwoType string
PerformTwo int64
ProfessionOneType int64
ProfessionOne int64
ProfessionTwoType int64
ProfessionTwo int64
Ride int64
SenseMotive int64
SleightOfHand int64
Spellcraft int64
Stealth int64
Survival int64
Swim int64
UseMagicDevice int64
Spellbook string // An ID of the spellbook in the database
// Money
CopperPieces int64
SilverPieces int64
GoldPieces int64
PlatinumPieces int64
}
// SaveUserToDB function
func (h *UserManager) SaveUserToDB(user User) (err error) {
h.querylocker.Lock()
defer h.querylocker.Unlock()
db := h.db.rawdb.From("Users")
err = db.Save(&user)
return err
}
// RemoveUserFromDB function
func (h *UserManager) RemoveUserFromDB(user User) (err error) {
h.querylocker.Lock()
defer h.querylocker.Unlock()
db := h.db.rawdb.From("Users")
err = db.DeleteStruct(&user)
return err
}
// RemoveUserByID function
func (h *UserManager) RemoveUserByID(userID string) (err error) {
room, err := h.GetUserByID(userID)
if err != nil {
return err
}
err = h.RemoveUserFromDB(room)
if err != nil {
return err
}
return nil
}
// GetUserByID function
func (h *UserManager) GetUserByID(userID string) (user User, err error) {
users, err := h.GetAllUsers()
if err != nil {
return user, err
}
for _, i := range users {
if i.ID == userID {
return i, nil
}
}
return user, errors.New("No record found")
}
// GetUserByName function
func (h *UserManager) GetUserByName(username string, guildID string) (user User, err error) {
users, err := h.GetAllUsers()
if err != nil {
return user, err
}
for _, i := range users {
if i.Name == username && i.GuildID == guildID {
return i, nil
}
}
return user, errors.New("No record found")
}
// GetAllUsers function
func (h *UserManager) GetAllUsers() (userlist []User, err error) {
h.querylocker.Lock()
defer h.querylocker.Unlock()
db := h.db.rawdb.From("Users")
err = db.All(&userlist)
if err != nil {
return userlist, err
}
return userlist, nil
}
// Init function
func (u *User) Init() {
ClearRoles(u)
PlayerRole(u)
}
// SetRole function
func (u *User) SetRole(role string) {
switch role {
case "owner":
OwnerRole(u)
case "admin":
AdminRole(u)
case "smoderator":
SModeratorRole(u)
case "moderator":
ModeratorRole(u)
case "builder":
BuilderRole(u)
case "writer":
WriterRole(u)
case "scripter":
ScripterRole(u)
case "architect":
ArchitectRole(u)
case "player":
PlayerRole(u)
case "clear":
ClearRoles(u)
default:
return
}
}
// RemoveRole function
func (u *User) RemoveRole(role string) {
switch role {
case "owner":
SetBit(&u.Perms, 60)
case "admin":
SetBit(&u.Perms, 59)
case "smoderator":
SetBit(&u.Perms, 58)
case "moderator":
SetBit(&u.Perms, 57)
case "builder":
SetBit(&u.Perms, 56)
case "writer":
SetBit(&u.Perms, 55)
case "scripter":
SetBit(&u.Perms, 54)
case "architect":
SetBit(&u.Perms, 53)
case "player":
SetBit(&u.Perms, 10)
default:
return
}
}
// CheckRole function
func (u *User) CheckRole(role string) bool {
switch role {
case "owner":
return IsBitSet(&u.Perms, 60)
case "admin":
return IsBitSet(&u.Perms, 59)
case "smoderator":
return IsBitSet(&u.Perms, 58)
case "moderator":
return IsBitSet(&u.Perms, 57)
case "builder":
return IsBitSet(&u.Perms, 56)
case "writer":
return IsBitSet(&u.Perms, 55)
case "scripter":
return IsBitSet(&u.Perms, 54)
case "architect":
return IsBitSet(&u.Perms, 53)
case "player":
return IsBitSet(&u.Perms, 10)
default:
return u.CheckCurrentRoleList(role)
}
}
// CheckCurrentRoleList function
func (u *User) CheckCurrentRoleList(roleID string) bool {
for _, currentRole := range u.RoleIDs {
if currentRole == roleID {
return true
}
}
return false
}
// JoinRoleID function
func (u *User) JoinRoleID(roleID string) {
if u.CheckCurrentRoleList(roleID) {
return
}
u.RoleIDs = append(u.RoleIDs, roleID)
}
// LeaveRoleID function
func (u *User) LeaveRoleID(roleID string) {
if !u.CheckCurrentRoleList(roleID) {
return
}
u.RoleIDs = RemoveStringFromSlice(u.RoleIDs, roleID)
}