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https://github.com/Dvorinka/MyClubServer.git
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dev day #80
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@@ -0,0 +1,180 @@
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package helpers
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import (
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"fmt"
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"math"
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)
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// EngagementHelpers provides utility functions for engagement system
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// ComputeLevelProgress returns the progress percentage within current level
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func ComputeLevelProgress(xp int64, level int) (int, int64, int64) {
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if level < 1 {
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level = 1
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}
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// Total XP needed to reach level L: 50 * (L-1) * L
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totalToLevel := int64(50 * (level - 1) * level)
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nextIncrement := int64(100 * level)
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inLevel := xp - totalToLevel
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if inLevel < 0 {
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inLevel = 0
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}
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percentage := 0
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if nextIncrement > 0 {
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percentage = int(math.Floor(float64(inLevel) / float64(nextIncrement) * 100))
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if percentage > 100 {
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percentage = 100
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}
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if percentage < 0 {
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percentage = 0
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}
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}
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return percentage, inLevel, nextIncrement
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}
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// GetLevelTitle returns a descriptive title for a level
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func GetLevelTitle(level int) string {
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switch {
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case level >= 100:
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return "Legenda"
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case level >= 80:
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return "Mistr"
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case level >= 60:
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return "Expert"
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case level >= 40:
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return "Veterán"
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case level >= 25:
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return "Zkušený fanoušek"
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case level >= 15:
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return "Oddaný příznivec"
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case level >= 10:
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return "Aktivní člen"
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case level >= 5:
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return "Nováček"
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default:
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return "Začátečník"
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}
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}
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// GetLevelColor returns a color scheme for level badge
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func GetLevelColor(level int) string {
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switch {
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case level >= 80:
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return "gold"
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case level >= 60:
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return "purple"
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case level >= 40:
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return "blue"
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case level >= 20:
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return "cyan"
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case level >= 10:
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return "green"
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default:
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return "gray"
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}
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}
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// FormatPoints formats points with thousands separator
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func FormatPoints(points int64) string {
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if points < 1000 {
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return fmt.Sprintf("%d", points)
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}
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if points < 1000000 {
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return fmt.Sprintf("%.1fk", float64(points)/1000)
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}
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return fmt.Sprintf("%.1fM", float64(points)/1000000)
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}
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// GetNextLevelXP returns XP needed for next level
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func GetNextLevelXP(currentXP int64, currentLevel int) int64 {
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totalToLevel := int64(50 * (currentLevel - 1) * currentLevel)
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nextIncrement := int64(100 * currentLevel)
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return (totalToLevel + nextIncrement) - currentXP
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}
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// GetRewardTypeDisplayName returns localized display name for reward type
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func GetRewardTypeDisplayName(rewardType string) string {
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names := map[string]string{
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"avatar_static": "Avatar (statický)",
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"avatar_animated": "Avatar (animovaný)",
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"avatar_upload_unlock": "Odemknutí vlastního avataru",
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"merch_coupon": "Slevový kupon",
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"merch_physical": "Fyzické zboží",
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"merch_digital": "Digitální produkt",
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"custom": "Vlastní",
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}
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if name, ok := names[rewardType]; ok {
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return name
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}
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return rewardType
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}
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// GetPointsReasonDisplayName returns localized display name for transaction reason
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func GetPointsReasonDisplayName(reason string) string {
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names := map[string]string{
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"comment_create": "Nový komentář",
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"comment_reacted": "Reakce na komentář",
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"poll_vote": "Hlasování v anketě",
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"newsletter_subscribe": "Odběr newsletteru",
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"redeem": "Uplatnění odměny",
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"redeem_refund": "Vrácení bodů",
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"admin_adjust": "Manuální úprava",
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}
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if name, ok := names[reason]; ok {
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return name
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}
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// Achievement reasons start with "achievement:"
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if len(reason) > 12 && reason[:12] == "achievement:" {
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return "Úspěch odemknut"
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}
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return reason
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}
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// GetRedemptionStatusDisplayName returns localized display name for redemption status
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func GetRedemptionStatusDisplayName(status string) string {
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names := map[string]string{
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"pending": "Čeká na vyřízení",
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"approved": "Schváleno",
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"rejected": "Zamítnuto",
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"fulfilled": "Vydáno",
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}
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if name, ok := names[status]; ok {
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return name
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}
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return status
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}
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// GetRedemptionStatusColor returns color scheme for redemption status
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func GetRedemptionStatusColor(status string) string {
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colors := map[string]string{
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"pending": "yellow",
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"approved": "blue",
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"rejected": "red",
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"fulfilled": "green",
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}
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if color, ok := colors[status]; ok {
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return color
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}
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return "gray"
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}
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// CalculateBadgeLevel returns badge tier based on points/level
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func CalculateBadgeLevel(level int) string {
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switch {
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case level >= 80:
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return "diamond"
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case level >= 60:
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return "platinum"
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case level >= 40:
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return "gold"
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case level >= 20:
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return "silver"
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case level >= 10:
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return "bronze"
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default:
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return "none"
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}
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}
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