Implemented a property that will allow a spawnable to be acted on a variable number of times before being consumed.
This commit is contained in:
@@ -12,11 +12,13 @@ public class ItemController : ControllerBase
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{
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private readonly ItemService _itemService;
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private readonly LocationService _locationService;
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private readonly SpawnableService _spawnableService;
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public ItemController(ItemService itemService, LocationService locationService)
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public ItemController(ItemService itemService, LocationService locationService, SpawnableService spawnableService)
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{
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_itemService = itemService;
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_locationService = locationService;
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_spawnableService = spawnableService;
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}
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[HttpPost]
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@@ -27,10 +29,16 @@ public class ItemController : ControllerBase
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if (location == null)
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return BadRequest("Invalid location ID.");
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var uses = req.UsesRemaining;
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var spawnable = await _spawnableService.GetByNameAsync(req.Name.ToLower());
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if (spawnable != null && spawnable.Uses > 0)
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uses = spawnable.Uses;
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var item = new Item
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{
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Name = req.Name,
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LocationId = req.LocationId
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LocationId = req.LocationId,
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UsesRemaining = uses
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};
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await _itemService.CreateAsync(item);
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@@ -58,6 +66,7 @@ public class ItemController : ControllerBase
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item.Name = req.Name;
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item.LocationId = req.LocationId;
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item.UsesRemaining = req.UsesRemaining;
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await _itemService.UpdateAsync(item);
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return Ok(item);
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}
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@@ -346,6 +346,19 @@ public class PlayerController : ControllerBase
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await _locationService.RemoveItemFromLocationAsync(location.Id, itemId);
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await _itemService.DeleteAsync(itemId);
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}
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else if (item.UsesRemaining > 0)
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{
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item.UsesRemaining--;
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if (item.UsesRemaining <= 0)
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{
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await _locationService.RemoveItemFromLocationAsync(location.Id, itemId);
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await _itemService.DeleteAsync(itemId);
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}
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else
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{
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await _itemService.UpdateAsync(item);
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}
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}
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return Ok(outcome.Result);
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}
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@@ -27,7 +27,8 @@ public class SpawnableController : ControllerBase
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SpawnRate = req.SpawnRate,
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CollectAction = req.CollectAction,
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CollectResults = req.CollectResults,
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ConsumeOnSuccess = req.ConsumeOnSuccess
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ConsumeOnSuccess = req.ConsumeOnSuccess,
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Uses = req.Uses
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};
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await _spawnableService.CreateAsync(spawnable);
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@@ -47,6 +48,7 @@ public class SpawnableController : ControllerBase
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spawnable.CollectAction = req.CollectAction;
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spawnable.CollectResults = req.CollectResults;
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spawnable.ConsumeOnSuccess = req.ConsumeOnSuccess;
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spawnable.Uses = req.Uses;
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await _spawnableService.UpdateAsync(spawnable);
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return Ok(spawnable);
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@@ -18,7 +18,7 @@ public class ItemControllerTests
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{
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var loc = new Mock<LocationService>(config);
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loc.Setup(l => l.GetByIdAsync("bad")).ReturnsAsync((Location?)null);
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var controller = new ItemController(new Mock<ItemService>(config).Object, loc.Object);
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var controller = new ItemController(new Mock<ItemService>(config).Object, loc.Object, new Mock<SpawnableService>(config).Object);
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var result = await controller.Create(new CreateItemRequest { LocationId = "bad", Name = "n" });
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@@ -30,7 +30,7 @@ public class ItemControllerTests
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{
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var svc = new Mock<ItemService>(config);
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svc.Setup(i => i.GetByIdAsync("id")).ReturnsAsync((Item?)null);
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var controller = new ItemController(svc.Object, new Mock<LocationService>(config).Object);
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var controller = new ItemController(svc.Object, new Mock<LocationService>(config).Object, new Mock<SpawnableService>(config).Object);
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var result = await controller.Update("id", new UpdateItemRequest { LocationId="loc", Name="x" });
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@@ -42,7 +42,7 @@ public class ItemControllerTests
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{
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var svc = new Mock<ItemService>(config);
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svc.Setup(i => i.GetByIdAsync("id")).ReturnsAsync((Item?)null);
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var controller = new ItemController(svc.Object, new Mock<LocationService>(config).Object);
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var controller = new ItemController(svc.Object, new Mock<LocationService>(config).Object, new Mock<SpawnableService>(config).Object);
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var result = await controller.Delete("id");
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@@ -186,4 +186,36 @@ public class PlayerControllerTests
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locSvc.Verify();
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itemSvc.Verify();
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}
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[Fact]
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public async Task PerformAction_DecrementsUses()
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{
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var playerSvc = new Mock<PlayerService>(cfg);
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var player = new Player { Id = "p", UserId = "u", LocationId = "loc", InventoryLocationId = "inv" };
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playerSvc.Setup(p => p.GetByUserIdAsync("u")).ReturnsAsync(player);
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var locSvc = new Mock<LocationService>(cfg);
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var loc = new Location { Id = "loc", Content = new List<string> { "i" } };
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locSvc.Setup(l => l.GetByIdAsync("loc")).ReturnsAsync(loc);
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var itemSvc = new Mock<ItemService>(cfg);
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var item = new Item { Id = "i", Name = "wood", UsesRemaining = 2 };
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itemSvc.Setup(i => i.GetByIdAsync("i")).ReturnsAsync(item);
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itemSvc.Setup(i => i.UpdateAsync(It.Is<Item>(it => it.UsesRemaining == 1))).Returns(Task.CompletedTask).Verifiable();
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var spawnSvc = new Mock<SpawnableService>(cfg);
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spawnSvc.Setup(s => s.GetByNameAsync("wood")).ReturnsAsync(new Spawnable
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{
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Name = "wood",
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CollectAction = "chop",
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CollectResults = new List<CollectOutcome> { new() { Result = "log", SuccessRate = 100 } },
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ConsumeOnSuccess = false
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});
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var controller = new PlayerController(playerSvc.Object, locSvc.Object, spawnSvc.Object, itemSvc.Object)
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{
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ControllerContext = ContextWithUser("u")
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};
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await controller.PerformAction(new PerformActionRequest { Action = "chop" });
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itemSvc.Verify();
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}
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}
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@@ -22,7 +22,8 @@ public class SpawnableControllerTests
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sp.CollectResults.Count == 2 &&
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sp.CollectResults[0].Result == "resource" &&
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sp.CollectResults[0].SuccessRate == 75 &&
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sp.ConsumeOnSuccess)))
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sp.ConsumeOnSuccess &&
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sp.Uses == 0)))
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.Returns(Task.CompletedTask).Verifiable();
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var controller = new SpawnableController(svc.Object);
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@@ -5,4 +5,7 @@ public class CreateItemRequest
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public string LocationId { get; set; }
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public string Name { get; set; }
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// Optional number of uses before the item is removed.
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public int UsesRemaining { get; set; } = 0;
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}
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@@ -15,4 +15,7 @@ public class CreateSpawnableRequest
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// Should the spawnable be removed after a successful action?
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public bool ConsumeOnSuccess { get; set; } = false;
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// Number of successful actions allowed before it disappears (0 for unlimited)
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public int Uses { get; set; } = 0;
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}
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@@ -4,4 +4,7 @@ public class UpdateItemRequest
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{
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public string LocationId { get; set; }
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public string Name { get; set; }
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// Adjust remaining uses for the item
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public int UsesRemaining { get; set; } = 0;
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}
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@@ -11,4 +11,7 @@ public class UpdateSpawnableRequest
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// Should the spawnable be removed after a successful action?
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public bool ConsumeOnSuccess { get; set; } = false;
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// Number of successful actions allowed before it disappears (0 for unlimited)
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public int Uses { get; set; } = 0;
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}
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@@ -13,4 +13,7 @@ public class Item
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public string LocationId { get; set; }
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public string Name { get; set; }
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// Remaining uses before this item disappears. 0 means unlimited.
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public int UsesRemaining { get; set; } = 0;
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}
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@@ -21,4 +21,8 @@ public class Spawnable
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// If true, the spawnable item is removed after a successful action
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public bool ConsumeOnSuccess { get; set; } = false;
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// Number of times this spawnable can be successfully acted upon
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// before it is removed. A value of 0 means unlimited uses.
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public int Uses { get; set; } = 0;
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}
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