Add Tiers and Game Prize
This commit is contained in:
@@ -0,0 +1,239 @@
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package processor
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import (
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"apskel-pos-be/internal/entities"
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"apskel-pos-be/internal/mappers"
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"apskel-pos-be/internal/models"
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"apskel-pos-be/internal/repository"
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"context"
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"errors"
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"fmt"
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"math/rand"
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"time"
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"github.com/google/uuid"
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)
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type GamePlayProcessor struct {
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gamePlayRepo *repository.GamePlayRepository
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gameRepo *repository.GameRepository
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gamePrizeRepo *repository.GamePrizeRepository
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customerTokensRepo *repository.CustomerTokensRepository
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customerPointsRepo *repository.CustomerPointsRepository
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}
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func NewGamePlayProcessor(
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gamePlayRepo *repository.GamePlayRepository,
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gameRepo *repository.GameRepository,
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gamePrizeRepo *repository.GamePrizeRepository,
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customerTokensRepo *repository.CustomerTokensRepository,
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customerPointsRepo *repository.CustomerPointsRepository,
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) *GamePlayProcessor {
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return &GamePlayProcessor{
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gamePlayRepo: gamePlayRepo,
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gameRepo: gameRepo,
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gamePrizeRepo: gamePrizeRepo,
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customerTokensRepo: customerTokensRepo,
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customerPointsRepo: customerPointsRepo,
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}
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}
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// CreateGamePlay creates a new game play record
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func (p *GamePlayProcessor) CreateGamePlay(ctx context.Context, req *models.CreateGamePlayRequest) (*models.GamePlayResponse, error) {
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// Convert request to entity
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gamePlay := mappers.ToGamePlayEntity(req)
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// Create game play
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err := p.gamePlayRepo.Create(ctx, gamePlay)
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if err != nil {
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return nil, fmt.Errorf("failed to create game play: %w", err)
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}
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return mappers.ToGamePlayResponse(gamePlay), nil
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}
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// GetGamePlay retrieves a game play by ID
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func (p *GamePlayProcessor) GetGamePlay(ctx context.Context, id uuid.UUID) (*models.GamePlayResponse, error) {
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gamePlay, err := p.gamePlayRepo.GetByID(ctx, id)
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if err != nil {
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return nil, fmt.Errorf("game play not found: %w", err)
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}
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return mappers.ToGamePlayResponse(gamePlay), nil
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}
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// ListGamePlays retrieves game plays with pagination and filtering
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func (p *GamePlayProcessor) ListGamePlays(ctx context.Context, query *models.ListGamePlaysQuery) (*models.PaginatedResponse[models.GamePlayResponse], error) {
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// Set default values
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if query.Page <= 0 {
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query.Page = 1
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}
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if query.Limit <= 0 {
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query.Limit = 10
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}
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if query.Limit > 100 {
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query.Limit = 100
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}
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offset := (query.Page - 1) * query.Limit
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// Get game plays from repository
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gamePlays, total, err := p.gamePlayRepo.List(
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ctx,
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offset,
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query.Limit,
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query.Search,
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query.GameID,
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query.CustomerID,
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query.PrizeID,
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query.SortBy,
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query.SortOrder,
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)
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if err != nil {
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return nil, fmt.Errorf("failed to list game plays: %w", err)
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}
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// Convert to responses
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responses := mappers.ToGamePlayResponses(gamePlays)
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// Calculate pagination info
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totalPages := int((total + int64(query.Limit) - 1) / int64(query.Limit))
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return &models.PaginatedResponse[models.GamePlayResponse]{
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Data: responses,
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Pagination: models.Pagination{
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Page: query.Page,
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Limit: query.Limit,
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Total: total,
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TotalPages: totalPages,
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},
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}, nil
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}
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// PlayGame handles the game playing logic
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func (p *GamePlayProcessor) PlayGame(ctx context.Context, req *models.PlayGameRequest) (*models.PlayGameResponse, error) {
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// Verify game exists and is active
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game, err := p.gameRepo.GetByID(ctx, req.GameID)
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if err != nil {
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return nil, fmt.Errorf("game not found: %w", err)
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}
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if !game.IsActive {
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return nil, errors.New("game is not active")
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}
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// Convert GameType to TokenType
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tokenType := entities.TokenType(game.Type)
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// Check if customer has enough tokens
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customerTokens, err := p.customerTokensRepo.GetByCustomerIDAndType(ctx, req.CustomerID, tokenType)
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if err != nil {
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return nil, fmt.Errorf("customer tokens not found: %w", err)
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}
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if customerTokens.Balance < int64(req.TokenUsed) {
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return nil, errors.New("insufficient tokens")
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}
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// Deduct tokens
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err = p.customerTokensRepo.DeductTokens(ctx, req.CustomerID, tokenType, int64(req.TokenUsed))
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if err != nil {
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return nil, fmt.Errorf("failed to deduct tokens: %w", err)
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}
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// Get available prizes
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availablePrizes, err := p.gamePrizeRepo.GetAvailablePrizes(ctx, req.GameID)
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if err != nil {
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return nil, fmt.Errorf("failed to get available prizes: %w", err)
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}
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if len(availablePrizes) == 0 {
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return nil, errors.New("no prizes available")
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}
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// Convert entities to models for prize selection
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prizeResponses := make([]models.GamePrizeResponse, len(availablePrizes))
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for i, prize := range availablePrizes {
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prizeResponses[i] = *mappers.ToGamePrizeResponse(&prize)
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}
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// Select prize based on weight
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selectedPrize := p.selectPrizeByWeight(prizeResponses)
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// Generate random seed for audit
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randomSeed := fmt.Sprintf("%d", time.Now().UnixNano())
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// Create game play record
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gamePlay := &models.CreateGamePlayRequest{
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GameID: req.GameID,
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CustomerID: req.CustomerID,
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TokenUsed: req.TokenUsed,
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RandomSeed: &randomSeed,
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}
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gamePlayEntity := mappers.ToGamePlayEntity(gamePlay)
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if selectedPrize != nil {
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gamePlayEntity.PrizeID = &selectedPrize.ID
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}
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err = p.gamePlayRepo.Create(ctx, gamePlayEntity)
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if err != nil {
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// Rollback token deduction
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p.customerTokensRepo.AddTokens(ctx, req.CustomerID, tokenType, int64(req.TokenUsed))
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return nil, fmt.Errorf("failed to create game play: %w", err)
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}
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// Decrease prize stock if prize was won
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if selectedPrize != nil {
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err = p.gamePrizeRepo.DecreaseStock(ctx, selectedPrize.ID, 1)
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if err != nil {
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// Log error but don't fail the transaction
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fmt.Printf("Warning: failed to decrease prize stock: %v\n", err)
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}
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}
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// Get updated token balance
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updatedTokens, err := p.customerTokensRepo.GetByCustomerIDAndType(ctx, req.CustomerID, tokenType)
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if err != nil {
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return nil, fmt.Errorf("failed to get updated token balance: %w", err)
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}
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return &models.PlayGameResponse{
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GamePlay: *mappers.ToGamePlayResponse(gamePlayEntity),
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PrizeWon: selectedPrize,
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TokensRemaining: updatedTokens.Balance,
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}, nil
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}
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// selectPrizeByWeight selects a prize based on weight distribution
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func (p *GamePlayProcessor) selectPrizeByWeight(prizes []models.GamePrizeResponse) *models.GamePrizeResponse {
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if len(prizes) == 0 {
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return nil
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}
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// Calculate total weight
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totalWeight := 0
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for _, prize := range prizes {
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totalWeight += prize.Weight
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}
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if totalWeight == 0 {
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return nil
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}
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// Generate random number
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rand.Seed(time.Now().UnixNano())
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randomNumber := rand.Intn(totalWeight)
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// Select prize based on cumulative weight
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currentWeight := 0
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for _, prize := range prizes {
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currentWeight += prize.Weight
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if randomNumber < currentWeight {
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return &prize
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}
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}
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// Fallback to last prize
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return &prizes[len(prizes)-1]
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}
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