/
game.go
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/
game.go
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// Code generated by ent, DO NOT EDIT.
package ent
import (
"encoding/json"
"fmt"
"strings"
"time"
"entgo.io/ent/dialect/sql"
"github.com/stark-sim/avalon_backend/pkg/ent/game"
"github.com/stark-sim/avalon_backend/pkg/ent/room"
)
// Game is the model entity for the Game schema.
type Game struct {
config `json:"-"`
// ID of the ent.
ID int64 `json:"id,omitempty"`
// CreatedBy holds the value of the "created_by" field.
CreatedBy int64 `json:"created_by"`
// UpdatedBy holds the value of the "updated_by" field.
UpdatedBy int64 `json:"updated_by"`
// CreatedAt holds the value of the "created_at" field.
CreatedAt time.Time `json:"created_at"`
// UpdatedAt holds the value of the "updated_at" field.
UpdatedAt time.Time `json:"updated_at"`
// DeletedAt holds the value of the "deleted_at" field.
DeletedAt time.Time `json:"deleted_at"`
// 所属房间 ID
RoomID int64 `json:"room_id"`
// 游戏结果
Result game.Result `json:"result"`
// 游戏人数
Capacity uint8 `json:"capacity"`
// 被刺杀者[们] ID
TheAssassinatedIds []string `json:"the_assassinated_ids"`
// 刺杀机会,默认为 1 次
AssassinChance uint8 `json:"assassin_chance"`
// 游戏是否关闭,需要有结果且所有人都退出才会关闭或者强制关闭
Closed bool `json:"closed"`
// Edges holds the relations/edges for other nodes in the graph.
// The values are being populated by the GameQuery when eager-loading is set.
Edges GameEdges `json:"edges"`
}
// GameEdges holds the relations/edges for other nodes in the graph.
type GameEdges struct {
// GameUsers holds the value of the game_users edge.
GameUsers []*GameUser `json:"game_users,omitempty"`
// Missions holds the value of the missions edge.
Missions []*Mission `json:"missions,omitempty"`
// Room holds the value of the room edge.
Room *Room `json:"room,omitempty"`
// loadedTypes holds the information for reporting if a
// type was loaded (or requested) in eager-loading or not.
loadedTypes [3]bool
// totalCount holds the count of the edges above.
totalCount [3]map[string]int
namedGameUsers map[string][]*GameUser
namedMissions map[string][]*Mission
}
// GameUsersOrErr returns the GameUsers value or an error if the edge
// was not loaded in eager-loading.
func (e GameEdges) GameUsersOrErr() ([]*GameUser, error) {
if e.loadedTypes[0] {
return e.GameUsers, nil
}
return nil, &NotLoadedError{edge: "game_users"}
}
// MissionsOrErr returns the Missions value or an error if the edge
// was not loaded in eager-loading.
func (e GameEdges) MissionsOrErr() ([]*Mission, error) {
if e.loadedTypes[1] {
return e.Missions, nil
}
return nil, &NotLoadedError{edge: "missions"}
}
// RoomOrErr returns the Room value or an error if the edge
// was not loaded in eager-loading, or loaded but was not found.
func (e GameEdges) RoomOrErr() (*Room, error) {
if e.loadedTypes[2] {
if e.Room == nil {
// Edge was loaded but was not found.
return nil, &NotFoundError{label: room.Label}
}
return e.Room, nil
}
return nil, &NotLoadedError{edge: "room"}
}
// scanValues returns the types for scanning values from sql.Rows.
func (*Game) scanValues(columns []string) ([]any, error) {
values := make([]any, len(columns))
for i := range columns {
switch columns[i] {
case game.FieldTheAssassinatedIds:
values[i] = new([]byte)
case game.FieldClosed:
values[i] = new(sql.NullBool)
case game.FieldID, game.FieldCreatedBy, game.FieldUpdatedBy, game.FieldRoomID, game.FieldCapacity, game.FieldAssassinChance:
values[i] = new(sql.NullInt64)
case game.FieldResult:
values[i] = new(sql.NullString)
case game.FieldCreatedAt, game.FieldUpdatedAt, game.FieldDeletedAt:
values[i] = new(sql.NullTime)
default:
return nil, fmt.Errorf("unexpected column %q for type Game", columns[i])
}
}
return values, nil
}
// assignValues assigns the values that were returned from sql.Rows (after scanning)
// to the Game fields.
func (ga *Game) assignValues(columns []string, values []any) error {
if m, n := len(values), len(columns); m < n {
return fmt.Errorf("mismatch number of scan values: %d != %d", m, n)
}
for i := range columns {
switch columns[i] {
case game.FieldID:
value, ok := values[i].(*sql.NullInt64)
if !ok {
return fmt.Errorf("unexpected type %T for field id", value)
}
ga.ID = int64(value.Int64)
case game.FieldCreatedBy:
if value, ok := values[i].(*sql.NullInt64); !ok {
return fmt.Errorf("unexpected type %T for field created_by", values[i])
} else if value.Valid {
ga.CreatedBy = value.Int64
}
case game.FieldUpdatedBy:
if value, ok := values[i].(*sql.NullInt64); !ok {
return fmt.Errorf("unexpected type %T for field updated_by", values[i])
} else if value.Valid {
ga.UpdatedBy = value.Int64
}
case game.FieldCreatedAt:
if value, ok := values[i].(*sql.NullTime); !ok {
return fmt.Errorf("unexpected type %T for field created_at", values[i])
} else if value.Valid {
ga.CreatedAt = value.Time
}
case game.FieldUpdatedAt:
if value, ok := values[i].(*sql.NullTime); !ok {
return fmt.Errorf("unexpected type %T for field updated_at", values[i])
} else if value.Valid {
ga.UpdatedAt = value.Time
}
case game.FieldDeletedAt:
if value, ok := values[i].(*sql.NullTime); !ok {
return fmt.Errorf("unexpected type %T for field deleted_at", values[i])
} else if value.Valid {
ga.DeletedAt = value.Time
}
case game.FieldRoomID:
if value, ok := values[i].(*sql.NullInt64); !ok {
return fmt.Errorf("unexpected type %T for field room_id", values[i])
} else if value.Valid {
ga.RoomID = value.Int64
}
case game.FieldResult:
if value, ok := values[i].(*sql.NullString); !ok {
return fmt.Errorf("unexpected type %T for field result", values[i])
} else if value.Valid {
ga.Result = game.Result(value.String)
}
case game.FieldCapacity:
if value, ok := values[i].(*sql.NullInt64); !ok {
return fmt.Errorf("unexpected type %T for field capacity", values[i])
} else if value.Valid {
ga.Capacity = uint8(value.Int64)
}
case game.FieldTheAssassinatedIds:
if value, ok := values[i].(*[]byte); !ok {
return fmt.Errorf("unexpected type %T for field the_assassinated_ids", values[i])
} else if value != nil && len(*value) > 0 {
if err := json.Unmarshal(*value, &ga.TheAssassinatedIds); err != nil {
return fmt.Errorf("unmarshal field the_assassinated_ids: %w", err)
}
}
case game.FieldAssassinChance:
if value, ok := values[i].(*sql.NullInt64); !ok {
return fmt.Errorf("unexpected type %T for field assassin_chance", values[i])
} else if value.Valid {
ga.AssassinChance = uint8(value.Int64)
}
case game.FieldClosed:
if value, ok := values[i].(*sql.NullBool); !ok {
return fmt.Errorf("unexpected type %T for field closed", values[i])
} else if value.Valid {
ga.Closed = value.Bool
}
}
}
return nil
}
// QueryGameUsers queries the "game_users" edge of the Game entity.
func (ga *Game) QueryGameUsers() *GameUserQuery {
return (&GameClient{config: ga.config}).QueryGameUsers(ga)
}
// QueryMissions queries the "missions" edge of the Game entity.
func (ga *Game) QueryMissions() *MissionQuery {
return (&GameClient{config: ga.config}).QueryMissions(ga)
}
// QueryRoom queries the "room" edge of the Game entity.
func (ga *Game) QueryRoom() *RoomQuery {
return (&GameClient{config: ga.config}).QueryRoom(ga)
}
// Update returns a builder for updating this Game.
// Note that you need to call Game.Unwrap() before calling this method if this Game
// was returned from a transaction, and the transaction was committed or rolled back.
func (ga *Game) Update() *GameUpdateOne {
return (&GameClient{config: ga.config}).UpdateOne(ga)
}
// Unwrap unwraps the Game entity that was returned from a transaction after it was closed,
// so that all future queries will be executed through the driver which created the transaction.
func (ga *Game) Unwrap() *Game {
_tx, ok := ga.config.driver.(*txDriver)
if !ok {
panic("ent: Game is not a transactional entity")
}
ga.config.driver = _tx.drv
return ga
}
// String implements the fmt.Stringer.
func (ga *Game) String() string {
var builder strings.Builder
builder.WriteString("Game(")
builder.WriteString(fmt.Sprintf("id=%v, ", ga.ID))
builder.WriteString("created_by=")
builder.WriteString(fmt.Sprintf("%v", ga.CreatedBy))
builder.WriteString(", ")
builder.WriteString("updated_by=")
builder.WriteString(fmt.Sprintf("%v", ga.UpdatedBy))
builder.WriteString(", ")
builder.WriteString("created_at=")
builder.WriteString(ga.CreatedAt.Format(time.ANSIC))
builder.WriteString(", ")
builder.WriteString("updated_at=")
builder.WriteString(ga.UpdatedAt.Format(time.ANSIC))
builder.WriteString(", ")
builder.WriteString("deleted_at=")
builder.WriteString(ga.DeletedAt.Format(time.ANSIC))
builder.WriteString(", ")
builder.WriteString("room_id=")
builder.WriteString(fmt.Sprintf("%v", ga.RoomID))
builder.WriteString(", ")
builder.WriteString("result=")
builder.WriteString(fmt.Sprintf("%v", ga.Result))
builder.WriteString(", ")
builder.WriteString("capacity=")
builder.WriteString(fmt.Sprintf("%v", ga.Capacity))
builder.WriteString(", ")
builder.WriteString("the_assassinated_ids=")
builder.WriteString(fmt.Sprintf("%v", ga.TheAssassinatedIds))
builder.WriteString(", ")
builder.WriteString("assassin_chance=")
builder.WriteString(fmt.Sprintf("%v", ga.AssassinChance))
builder.WriteString(", ")
builder.WriteString("closed=")
builder.WriteString(fmt.Sprintf("%v", ga.Closed))
builder.WriteByte(')')
return builder.String()
}
// IsEntity implement fedruntime.Entity
func (ga Game) IsEntity() {}
// NamedGameUsers returns the GameUsers named value or an error if the edge was not
// loaded in eager-loading with this name.
func (ga *Game) NamedGameUsers(name string) ([]*GameUser, error) {
if ga.Edges.namedGameUsers == nil {
return nil, &NotLoadedError{edge: name}
}
nodes, ok := ga.Edges.namedGameUsers[name]
if !ok {
return nil, &NotLoadedError{edge: name}
}
return nodes, nil
}
func (ga *Game) appendNamedGameUsers(name string, edges ...*GameUser) {
if ga.Edges.namedGameUsers == nil {
ga.Edges.namedGameUsers = make(map[string][]*GameUser)
}
if len(edges) == 0 {
ga.Edges.namedGameUsers[name] = []*GameUser{}
} else {
ga.Edges.namedGameUsers[name] = append(ga.Edges.namedGameUsers[name], edges...)
}
}
// NamedMissions returns the Missions named value or an error if the edge was not
// loaded in eager-loading with this name.
func (ga *Game) NamedMissions(name string) ([]*Mission, error) {
if ga.Edges.namedMissions == nil {
return nil, &NotLoadedError{edge: name}
}
nodes, ok := ga.Edges.namedMissions[name]
if !ok {
return nil, &NotLoadedError{edge: name}
}
return nodes, nil
}
func (ga *Game) appendNamedMissions(name string, edges ...*Mission) {
if ga.Edges.namedMissions == nil {
ga.Edges.namedMissions = make(map[string][]*Mission)
}
if len(edges) == 0 {
ga.Edges.namedMissions[name] = []*Mission{}
} else {
ga.Edges.namedMissions[name] = append(ga.Edges.namedMissions[name], edges...)
}
}
// Games is a parsable slice of Game.
type Games []*Game
func (ga Games) config(cfg config) {
for _i := range ga {
ga[_i].config = cfg
}
}