MosswartOverlord/go-services/inventory-go/search.go
Erik c04cfaf2c6 feat(go-services): inventory-go search — computed_slot_name + slot/weapon/set filters
Adds the full computed_slot_name CASE (EquippableSlots decode, jewelry by
wielded-location, weapons, cloak) and the remaining SQL filters: weapon_type
(skill-id EXISTS), slot_names (per-slot OR clauses), item_set/item_sets
(translate_equipment_set_id, bug-for-bug).

Validated vs Python (total_count EXACT): weapon_type heavy/bow/caster (473/138/
474), slot_names ring/neck/cloak (1286/1428/220), item_set 13 (526). The
computed_slot_name VALUES match exactly (slot distribution identical: Head 721,
Hands 458, Feet 403, Chest 376, ...).

Two documented edge-case discrepancies, both Python main-vs-count CTE
inconsistencies (Python's count query uses a SIMPLIFIED slot CASE where armor ->
'Armor', so its own total_count disagrees with its item list): slot_names with
armor slot names, and sort_by=slot_name empty-string ordering. Our consistent
single-CASE implementation is arguably more correct; reconcile to Python's count
CTE later if strict parity on those is required.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 11:56:10 +02:00

516 lines
20 KiB
Go

package main
import (
"context"
"fmt"
"net/http"
"strconv"
"strings"
"time"
)
// /search/items — port of inventory-service main.py:2892. This slice implements
// the search QUERY (the CTE + all SQL filters + sort + pagination + count) and
// returns each row's direct DB columns plus the computed booleans. The deep
// per-row translation (material_name, spells, slot_name, ...) from
// extract_item_properties is layered on in a later slice; the filter/count logic
// — "which items match" — is validated here against the Python service.
// cteSelect is the items_with_slots CTE body (everything up to FROM/JOINs). The
// rating columns are extracted from the item_raw_data int_values JSONB exactly
// as Python does (paired ids via GREATEST, singletons via COALESCE).
const cteSelect = `
SELECT DISTINCT
i.id AS db_item_id, i.character_name, i.name, i.icon, i.object_class, i.value, i.burden,
i.current_wielded_location, i.bonded, i.attuned, i."unique", i.stack_size, i.max_stack_size,
i.structure, i.max_structure, i.rare_id, i.timestamp AS last_updated,
COALESCE(cs.max_damage, -1) AS max_damage,
COALESCE(cs.armor_level, -1) AS armor_level,
COALESCE(cs.attack_bonus, -1.0) AS attack_bonus,
COALESCE(cs.melee_defense_bonus, -1.0) AS melee_defense_bonus,
COALESCE(cs.weapon_time, -1) AS weapon_time,
COALESCE(cs.base_armor_level, cs.armor_level, -1) AS base_armor_level,
COALESCE(cs.base_max_damage, cs.max_damage, -1) AS base_max_damage,
GREATEST(COALESCE((rd.int_values->>'314')::int, -1), COALESCE((rd.int_values->>'374')::int, -1)) AS crit_damage_rating,
GREATEST(COALESCE((rd.int_values->>'307')::int, -1), COALESCE((rd.int_values->>'370')::int, -1)) AS damage_rating,
GREATEST(COALESCE((rd.int_values->>'323')::int, -1), COALESCE((rd.int_values->>'376')::int, -1)) AS heal_boost_rating,
COALESCE((rd.int_values->>'379')::int, -1) AS vitality_rating,
GREATEST(COALESCE((rd.int_values->>'308')::int, -1), COALESCE((rd.int_values->>'371')::int, -1)) AS damage_resist_rating,
COALESCE((rd.int_values->>'315')::int, -1) AS crit_resist_rating,
GREATEST(COALESCE((rd.int_values->>'316')::int, -1), COALESCE((rd.int_values->>'375')::int, -1)) AS crit_damage_resist_rating,
COALESCE((rd.int_values->>'317')::int, -1) AS healing_resist_rating,
COALESCE((rd.int_values->>'331')::int, -1) AS nether_resist_rating,
COALESCE((rd.int_values->>'342')::int, -1) AS healing_rating,
COALESCE((rd.int_values->>'350')::int, -1) AS dot_resist_rating,
COALESCE((rd.int_values->>'351')::int, -1) AS life_resist_rating,
COALESCE((rd.int_values->>'356')::int, -1) AS sneak_attack_rating,
COALESCE((rd.int_values->>'357')::int, -1) AS recklessness_rating,
COALESCE((rd.int_values->>'358')::int, -1) AS deception_rating,
COALESCE((rd.int_values->>'381')::int, -1) AS pk_damage_rating,
COALESCE((rd.int_values->>'382')::int, -1) AS pk_damage_resist_rating,
COALESCE((rd.int_values->>'383')::int, -1) AS gear_pk_damage_rating,
COALESCE((rd.int_values->>'384')::int, -1) AS gear_pk_damage_resist_rating,
COALESCE(req.wield_level, -1) AS wield_level,
COALESCE(enh.material, '') AS material,
COALESCE(enh.workmanship, -1.0) AS workmanship,
COALESCE(enh.imbue, '') AS imbue,
COALESCE(enh.tinks, -1) AS tinks,
COALESCE(enh.item_set, '') AS item_set,
COALESCE((rd.int_values->>'218103821')::int, 0) AS coverage_mask,
CASE
WHEN rd.original_json IS NOT NULL
AND rd.original_json->'IntValues'->>'218103822' IS NOT NULL
AND (rd.original_json->'IntValues'->>'218103822')::int > 0
THEN
CASE (rd.original_json->'IntValues'->>'218103822')::int
WHEN 1 THEN 'Head' WHEN 2 THEN 'Neck' WHEN 4 THEN 'Shirt'
WHEN 16 THEN 'Chest' WHEN 32 THEN 'Hands' WHEN 256 THEN 'Feet'
WHEN 512 THEN 'Chest' WHEN 1024 THEN 'Abdomen' WHEN 2048 THEN 'Upper Arms'
WHEN 4096 THEN 'Lower Arms' WHEN 8192 THEN 'Upper Legs' WHEN 16384 THEN 'Lower Legs'
WHEN 33554432 THEN 'Shield'
WHEN 15 THEN 'Chest, Abdomen, Upper Arms, Lower Arms'
WHEN 30 THEN 'Shirt'
WHEN 14336 THEN 'Chest, Abdomen, Upper Arms, Lower Arms'
WHEN 25600 THEN 'Abdomen, Upper Legs, Lower Legs'
ELSE CONCAT_WS(', ',
CASE WHEN (rd.original_json->'IntValues'->>'218103822')::int & 1 = 1 THEN 'Head' END,
CASE WHEN (rd.original_json->'IntValues'->>'218103822')::int & 512 = 512 THEN 'Chest' END,
CASE WHEN (rd.original_json->'IntValues'->>'218103822')::int & 1024 = 1024 THEN 'Abdomen' END,
CASE WHEN (rd.original_json->'IntValues'->>'218103822')::int & 2048 = 2048 THEN 'Upper Arms' END,
CASE WHEN (rd.original_json->'IntValues'->>'218103822')::int & 4096 = 4096 THEN 'Lower Arms' END,
CASE WHEN (rd.original_json->'IntValues'->>'218103822')::int & 32 = 32 THEN 'Hands' END,
CASE WHEN (rd.original_json->'IntValues'->>'218103822')::int & 8192 = 8192 THEN 'Upper Legs' END,
CASE WHEN (rd.original_json->'IntValues'->>'218103822')::int & 16384 = 16384 THEN 'Lower Legs' END,
CASE WHEN (rd.original_json->'IntValues'->>'218103822')::int & 256 = 256 THEN 'Feet' END)
END
WHEN i.object_class = 4 THEN
CASE
WHEN i.current_wielded_location = 32768 THEN 'Neck'
WHEN i.current_wielded_location = 262144 THEN 'Left Ring'
WHEN i.current_wielded_location = 524288 THEN 'Right Ring'
WHEN i.current_wielded_location = 786432 THEN 'Left Ring, Right Ring'
WHEN i.current_wielded_location = 131072 THEN 'Left Wrist'
WHEN i.current_wielded_location = 1048576 THEN 'Right Wrist'
WHEN i.current_wielded_location = 1179648 THEN 'Left Wrist, Right Wrist'
WHEN i.name ILIKE '%amulet%' OR i.name ILIKE '%necklace%' OR i.name ILIKE '%gorget%' THEN 'Neck'
WHEN i.name ILIKE '%ring%' AND i.name NOT ILIKE '%keyring%' AND i.name NOT ILIKE '%signet%' THEN 'Left Ring, Right Ring'
WHEN i.name ILIKE '%bracelet%' THEN 'Left Wrist, Right Wrist'
WHEN i.name ILIKE '%trinket%' THEN 'Trinket'
ELSE 'Jewelry'
END
WHEN i.object_class = 6 THEN 'Melee Weapon'
WHEN i.object_class = 7 THEN 'Missile Weapon'
WHEN i.object_class = 8 THEN 'Held'
WHEN i.current_wielded_location = 67108864 THEN 'Two-Handed'
WHEN i.name ILIKE '%cloak%' THEN 'Cloak'
ELSE '-'
END AS computed_slot_name,
COALESCE((SELECT STRING_AGG(CAST(sp_inner.spell_id AS VARCHAR), ',' ORDER BY sp_inner.spell_id)
FROM item_spells sp_inner WHERE sp_inner.item_id = i.id), '') AS computed_spell_names
FROM items i
LEFT JOIN item_combat_stats cs ON i.id = cs.item_id
LEFT JOIN item_requirements req ON i.id = req.item_id
LEFT JOIN item_enhancements enh ON i.id = enh.item_id
LEFT JOIN item_ratings rt ON i.id = rt.item_id
LEFT JOIN item_raw_data rd ON i.id = rd.item_id`
var sortMapping = map[string]string{
"name": "name", "character_name": "character_name", "value": "value",
"damage": "max_damage", "armor": "armor_level", "armor_level": "armor_level",
"workmanship": "workmanship", "level": "wield_level", "damage_rating": "damage_rating",
"crit_damage_rating": "crit_damage_rating", "heal_boost_rating": "heal_boost_rating",
"vitality_rating": "vitality_rating", "damage_resist_rating": "damage_resist_rating",
"crit_damage_resist_rating": "crit_damage_resist_rating", "item_set": "item_set",
"coverage": "coverage_mask", "item_type_name": "object_class",
"last_updated": "last_updated", "spell_names": "computed_spell_names",
}
// argBuilder accumulates positional ($N) query args.
type argBuilder struct{ args []any }
func (b *argBuilder) add(v any) string {
b.args = append(b.args, v)
return "$" + strconv.Itoa(len(b.args))
}
func (s *Server) handleSearchItems(w http.ResponseWriter, r *http.Request) {
q := r.URL.Query()
ab := &argBuilder{}
var conds []string
// --- character (mutually exclusive cascade) ---
if c := q.Get("character"); c != "" {
conds = append(conds, "character_name = "+ab.add(c))
} else if cs := q.Get("characters"); cs != "" {
names := splitNonEmpty(cs)
if len(names) == 0 {
writeJSON(w, http.StatusOK, map[string]any{"error": "Empty characters list provided", "items": []any{}, "total_count": 0})
return
}
ph := make([]string, len(names))
for i, n := range names {
ph[i] = ab.add(n)
}
conds = append(conds, "character_name IN ("+strings.Join(ph, ", ")+")")
} else if !qBool(q, "include_all_characters") {
writeJSON(w, http.StatusOK, map[string]any{"error": "Must specify character, characters, or set include_all_characters=true", "items": []any{}, "total_count": 0})
return
}
// --- text ---
if t := q.Get("text"); t != "" {
p := ab.add("%" + t + "%")
conds = append(conds, "(CONCAT(COALESCE(material,''),' ',name) ILIKE "+p+" OR name ILIKE "+p+" OR COALESCE(material,'') ILIKE "+p+")")
}
// --- category (mutually exclusive) ---
switch {
case qBool(q, "armor_only"):
conds = append(conds, "(object_class = 2 AND COALESCE(armor_level,0) > 0)")
case qBool(q, "jewelry_only"):
conds = append(conds, "object_class = 4")
case qBool(q, "weapon_only"):
conds = append(conds, weaponTypeClause(q.Get("weapon_type")))
case qBool(q, "clothing_only"):
conds = append(conds, "(object_class = 3 AND name NOT ILIKE '%cloak%' AND name NOT ILIKE '%robe%' AND name NOT ILIKE '%pallium%' AND name NOT ILIKE '%armet%' AND (name ILIKE '%shirt%' OR name ILIKE '%pants%' OR name ILIKE '%breeches%' OR name ILIKE '%baggy%' OR name ILIKE '%tunic%'))")
}
// --- equipment status / slot ---
switch q.Get("equipment_status") {
case "equipped":
conds = append(conds, "current_wielded_location > 0")
case "unequipped":
conds = append(conds, "current_wielded_location = 0")
}
if v, ok := qInt(q, "equipment_slot"); ok {
conds = append(conds, "current_wielded_location = "+ab.add(v))
}
// --- combat + all rating filters (column >= :param) ---
geFilters := []struct{ param, col string }{
{"min_damage", "max_damage"}, {"min_armor", "armor_level"},
{"min_crit_damage_rating", "crit_damage_rating"}, {"min_damage_rating", "damage_rating"},
{"min_heal_boost_rating", "heal_boost_rating"}, {"min_vitality_rating", "vitality_rating"},
{"min_damage_resist_rating", "damage_resist_rating"}, {"min_crit_resist_rating", "crit_resist_rating"},
{"min_crit_damage_resist_rating", "crit_damage_resist_rating"}, {"min_healing_resist_rating", "healing_resist_rating"},
{"min_nether_resist_rating", "nether_resist_rating"}, {"min_healing_rating", "healing_rating"},
{"min_dot_resist_rating", "dot_resist_rating"}, {"min_life_resist_rating", "life_resist_rating"},
{"min_sneak_attack_rating", "sneak_attack_rating"}, {"min_recklessness_rating", "recklessness_rating"},
{"min_deception_rating", "deception_rating"}, {"min_pk_damage_rating", "pk_damage_rating"},
{"min_pk_damage_resist_rating", "pk_damage_resist_rating"}, {"min_gear_pk_damage_rating", "gear_pk_damage_rating"},
{"min_gear_pk_damage_resist_rating", "gear_pk_damage_resist_rating"}, {"min_tinks", "tinks"},
{"min_value", "value"}, {"min_workmanship", "workmanship"},
}
for _, f := range geFilters {
if v := q.Get(f.param); v != "" {
if n, err := strconv.ParseFloat(v, 64); err == nil {
conds = append(conds, f.col+" >= "+ab.add(n))
}
}
}
leFilters := []struct{ param, col string }{
{"max_damage", "max_damage"}, {"max_armor", "armor_level"},
{"max_value", "value"}, {"max_burden", "burden"},
}
for _, f := range leFilters {
if v, ok := qInt(q, f.param); ok {
conds = append(conds, f.col+" <= "+ab.add(v))
}
}
if v := q.Get("min_attack_bonus"); v != "" {
if n, err := strconv.ParseFloat(v, 64); err == nil {
conds = append(conds, "attack_bonus >= "+ab.add(n))
}
}
// --- requirements (wield level) ---
if v, ok := qInt(q, "max_level"); ok {
conds = append(conds, "(wield_level <= "+ab.add(v)+" OR wield_level IS NULL)")
}
if v, ok := qInt(q, "min_level"); ok {
conds = append(conds, "wield_level >= "+ab.add(v))
}
// --- enhancements ---
if m := q.Get("material"); m != "" {
conds = append(conds, "material ILIKE "+ab.add("%"+m+"%"))
}
if v := q.Get("has_imbue"); v != "" {
if qBool(q, "has_imbue") {
conds = append(conds, "(imbue IS NOT NULL AND imbue != '')")
} else {
conds = append(conds, "(imbue IS NULL OR imbue = '')")
}
}
// --- item state ---
if v := q.Get("bonded"); v != "" {
conds = append(conds, ternary(qBool(q, "bonded"), "bonded > 0", "bonded = 0"))
}
if v := q.Get("attuned"); v != "" {
conds = append(conds, ternary(qBool(q, "attuned"), "attuned > 0", "attuned = 0"))
}
if v := q.Get("unique"); v != "" {
conds = append(conds, `"unique" = `+ab.add(qBool(q, "unique")))
}
if v := q.Get("is_rare"); v != "" {
conds = append(conds, ternary(qBool(q, "is_rare"), "rare_id IS NOT NULL AND rare_id > 0", "(rare_id IS NULL OR rare_id <= 0)"))
}
if v, ok := qInt(q, "min_condition"); ok {
conds = append(conds, "((structure * 100.0 / NULLIF(max_structure, 0)) >= "+ab.add(v)+" OR max_structure IS NULL)")
}
// --- item_set / item_sets (translate id->name, bug-for-bug) ---
if v := q.Get("item_set"); v != "" {
conds = append(conds, "item_set = "+ab.add(s.translateSetID(v)))
} else if v := q.Get("item_sets"); v != "" {
ids := splitNonEmpty(v)
if len(ids) != 1 {
conds = append(conds, "1 = 0") // 0 or >1 set ids => impossible
} else {
conds = append(conds, "item_set = "+ab.add(s.translateSetID(ids[0])))
}
}
// --- slot_names (OR of per-slot approaches over computed_slot_name) ---
if v := q.Get("slot_names"); v != "" {
var slotClauses []string
for _, name := range splitNonEmpty(v) {
slotClauses = append(slotClauses, slotNameClause(name, ab))
}
if len(slotClauses) > 0 {
conds = append(conds, "("+strings.Join(slotClauses, " OR ")+")")
}
}
where := ""
if len(conds) > 0 {
where = " WHERE " + strings.Join(conds, " AND ")
}
// --- sort ---
sortField, ok := sortMapping[q.Get("sort_by")]
if !ok {
sortField = "name"
}
dir, nulls := "ASC", "NULLS LAST"
if strings.EqualFold(q.Get("sort_dir"), "desc") {
dir, nulls = "DESC", "NULLS FIRST"
}
orderBy := fmt.Sprintf(" ORDER BY %s %s %s, character_name, db_item_id", sortField, dir, nulls)
// --- pagination ---
page := clampInt(qIntDefault(q, "page", 1), 1, 1<<30)
limit := clampInt(qIntDefault(q, "limit", 200), 1, 50000)
offset := (page - 1) * limit
ctx, cancel := context.WithTimeout(r.Context(), 30*time.Second)
defer cancel()
cte := "WITH items_with_slots AS (" + cteSelect + ")\n"
mainSQL := cte + "SELECT * FROM items_with_slots" + where + orderBy +
" LIMIT " + ab.add(limit) + " OFFSET " + ab.add(offset)
rows, err := queryRowsAsMaps(ctx, s.pool, mainSQL, ab.args...)
if err != nil {
s.dbErr(w, "search/items", err)
return
}
// count uses the same CTE + conditions (full CTE is correct; Python trims it
// only as an optimization). LIMIT/OFFSET args are unused here.
countSQL := cte + "SELECT COUNT(DISTINCT db_item_id) FROM items_with_slots" + where
var totalCount int64
if err := s.pool.QueryRow(ctx, countSQL, ab.args[:len(ab.args)-2]...).Scan(&totalCount); err != nil {
s.dbErr(w, "search/items count", err)
return
}
items := make([]map[string]any, 0, len(rows))
for _, row := range row2items(rows) {
items = append(items, row)
}
writeJSON(w, http.StatusOK, map[string]any{
"items": items,
"total_count": totalCount,
"page": page,
"limit": limit,
"has_next": int64(page*limit) < totalCount,
"has_previous": page > 1,
})
}
// row2items applies the direct-column transforms (computed booleans, condition,
// timestamp formatting) and strips internal columns. Deep enrichment is a later
// slice.
func row2items(rows []map[string]any) []map[string]any {
for _, row := range rows {
cw := toInt64(row["current_wielded_location"])
row["is_equipped"] = cw > 0
row["is_bonded"] = toInt64(row["bonded"]) > 0
row["is_attuned"] = toInt64(row["attuned"]) > 0
row["is_rare"] = toInt64(row["rare_id"]) > 0
st, mx := row["structure"], row["max_structure"]
if st != nil && mx != nil && toFloat(mx) != 0 {
row["condition_percent"] = roundTo(toFloat(st)*100/toFloat(mx), 1)
} else {
row["condition_percent"] = nil
}
if t, ok := row["last_updated"].(time.Time); ok {
row["last_updated"] = pyISO(t)
}
delete(row, "db_item_id")
}
return rows
}
// translateSetID mirrors translate_equipment_set_id (AttributeSetInfo lookup,
// ID-string fallback).
func (s *Server) translateSetID(setID string) string {
if name, ok := s.attributeSets[setID]; ok {
return name
}
return setID
}
func weaponTypeClause(wt string) string {
exists := func(skill int) string {
return fmt.Sprintf("(object_class = 1 AND EXISTS (SELECT 1 FROM item_raw_data wrd WHERE wrd.item_id = db_item_id AND (wrd.int_values->>'218103840')::int = %d))", skill)
}
switch strings.ToLower(wt) {
case "heavy":
return exists(44)
case "light":
return exists(45)
case "finesse":
return exists(46)
case "two_handed":
return exists(41)
case "bow":
return "(object_class = 9 AND name ILIKE '%bow%' AND name NOT ILIKE '%crossbow%')"
case "crossbow":
return "(object_class = 9 AND name ILIKE '%crossbow%')"
case "thrown":
return "(object_class = 9 AND (name ILIKE '%atlatl%' OR name ILIKE '%throwing%' OR name ILIKE '%javelin%' OR name ILIKE '%shuriken%' OR name ILIKE '%dart%' OR name ILIKE '%slingshot%'))"
case "caster":
return "object_class = 31"
default:
return "object_class IN (1, 9, 31)"
}
}
func slotNameClause(name string, ab *argBuilder) string {
switch strings.ToLower(name) {
case "ring":
return "((computed_slot_name ILIKE '%Ring%') OR (object_class = 4 AND name ILIKE '%ring%' AND name NOT ILIKE '%keyring%' AND name NOT ILIKE '%signet%'))"
case "bracelet", "wrist":
return "((computed_slot_name ILIKE '%Wrist%') OR (object_class = 4 AND name ILIKE '%bracelet%'))"
case "neck":
return "((computed_slot_name ILIKE " + ab.add("%neck%") + ") OR (object_class = 4 AND (name ILIKE '%amulet%' OR name ILIKE '%necklace%' OR name ILIKE '%gorget%')))"
case "trinket":
return "((computed_slot_name ILIKE " + ab.add("%trinket%") + ") OR (current_wielded_location = 67108864) OR (object_class = 4 AND (name ILIKE '%trinket%' OR name ILIKE '%compass%' OR name ILIKE '%goggles%')) OR (object_class = 11 AND name ILIKE '%trinket%') OR (object_class = 4 AND name NOT ILIKE '%ring%' AND name NOT ILIKE '%amulet%' AND name NOT ILIKE '%necklace%' AND name NOT ILIKE '%gorget%'))"
case "cloak":
return "((computed_slot_name ILIKE " + ab.add("%cloak%") + ") OR (name ILIKE '%cloak%') OR (computed_slot_name = 'Cloak'))"
default:
return "(computed_slot_name ILIKE " + ab.add("%"+name+"%") + ")"
}
}
func splitNonEmpty(s string) []string {
var out []string
for _, p := range strings.Split(s, ",") {
if p = strings.TrimSpace(p); p != "" {
out = append(out, p)
}
}
return out
}
func qBool(q map[string][]string, key string) bool {
v := ""
if vs, ok := q[key]; ok && len(vs) > 0 {
v = vs[0]
}
switch strings.ToLower(v) {
case "1", "true", "yes", "on":
return true
}
return false
}
func qInt(q map[string][]string, key string) (int, bool) {
if vs, ok := q[key]; ok && len(vs) > 0 && vs[0] != "" {
if n, err := strconv.Atoi(vs[0]); err == nil {
return n, true
}
}
return 0, false
}
func qIntDefault(q map[string][]string, key string, def int) int {
if n, ok := qInt(q, key); ok {
return n
}
return def
}
func ternary(c bool, a, b string) string {
if c {
return a
}
return b
}
func clampInt(v, lo, hi int) int {
if v < lo {
return lo
}
if v > hi {
return hi
}
return v
}
func toInt64(v any) int64 {
switch x := v.(type) {
case int64:
return x
case int32:
return int64(x)
case int:
return int64(x)
case float64:
return int64(x)
}
return 0
}
func toFloat(v any) float64 {
switch x := v.(type) {
case float64:
return x
case float32:
return float64(x)
case int64:
return float64(x)
case int32:
return float64(x)
case int:
return float64(x)
}
return 0
}
func roundTo(v float64, places int) float64 {
p := 1.0
for i := 0; i < places; i++ {
p *= 10
}
r := v * p
if r < 0 {
r -= 0.5
} else {
r += 0.5
}
return float64(int64(r)) / p
}