Adding units
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@@ -51,8 +51,31 @@ public class ResourceService
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public async Task<PlayerResources> GetAsync(string username)
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{
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var resources = await EnsureAsync(username);
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return await ApplyGoldGenerationAsync(resources);
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return await EnsureAsync(username);
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}
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public async Task<bool> TrySpendGoldAsync(string username, int amount)
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{
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if (amount <= 0)
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{
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return true;
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}
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await EnsureAsync(username);
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var update = Builders<PlayerResources>.Update
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.Inc(x => x.Gold, -amount)
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.Set(x => x.UpdatedAtUtc, DateTime.UtcNow);
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var updated = await _resources.FindOneAndUpdateAsync(
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x => x.Username == username && x.Gold >= amount,
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update,
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new FindOneAndUpdateOptions<PlayerResources>
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{
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ReturnDocument = ReturnDocument.After
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});
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return updated is not null;
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}
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private async Task<PlayerResources> ApplyGoldGenerationAsync(PlayerResources resources)
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@@ -0,0 +1,93 @@
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using LocationsApi.Models;
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using MongoDB.Driver;
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namespace LocationsApi.Services;
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public class UnitTrainingService
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{
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private const string ScoutUnitType = "Scout";
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private readonly IMongoCollection<UnitTraining> _training;
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private readonly ResourceService _resources;
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private readonly int _scoutGoldCost;
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private readonly int _scoutTrainingSeconds;
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public UnitTrainingService(IConfiguration cfg, ResourceService resources)
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{
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var connectionString = cfg["MongoDB:ConnectionString"] ?? "mongodb://127.0.0.1:27017";
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var databaseName = cfg["MongoDB:DatabaseName"] ?? "territory-autobattler";
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var client = new MongoClient(connectionString);
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var database = client.GetDatabase(databaseName);
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_training = database.GetCollection<UnitTraining>("UnitTraining");
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_resources = resources;
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_scoutGoldCost = int.TryParse(cfg["Units:ScoutGoldCost"], out var scoutGoldCost) ? Math.Max(0, scoutGoldCost) : 50;
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_scoutTrainingSeconds = int.TryParse(cfg["Units:ScoutTrainingSeconds"], out var scoutTrainingSeconds)
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? Math.Max(1, scoutTrainingSeconds)
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: 60;
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_training.Indexes.CreateOne(new CreateIndexModel<UnitTraining>(
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Builders<UnitTraining>.IndexKeys.Ascending(x => x.Username).Ascending(x => x.Status)));
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}
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public async Task<PlayerUnitsResponse> GetMineAsync(string username)
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{
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await CompleteFinishedTrainingAsync(username);
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var all = await _training.Find(x => x.Username == username).ToListAsync();
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var completedScouts = all.Count(x => x.UnitType == ScoutUnitType && x.Status == "Completed");
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var activeTraining = all
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.Where(x => x.Status == "Training")
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.OrderBy(x => x.CompletesAtUtc)
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.Select(UnitTrainingResponse.FromTraining)
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.ToList();
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return new PlayerUnitsResponse
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{
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CompletedScouts = completedScouts,
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Training = activeTraining
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};
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}
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public async Task<UnitTraining?> TrainAsync(string username, string unitType)
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{
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if (!string.Equals(unitType, ScoutUnitType, StringComparison.OrdinalIgnoreCase))
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{
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throw new ArgumentException("Unsupported unit type.", nameof(unitType));
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}
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var spent = await _resources.TrySpendGoldAsync(username, _scoutGoldCost);
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if (!spent)
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{
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return null;
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}
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var now = DateTime.UtcNow;
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var training = new UnitTraining
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{
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Username = username,
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UnitType = ScoutUnitType,
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GoldCost = _scoutGoldCost,
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Status = "Training",
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StartedAtUtc = now,
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CompletesAtUtc = now.AddSeconds(_scoutTrainingSeconds),
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CreatedAtUtc = now,
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UpdatedAtUtc = now
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};
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await _training.InsertOneAsync(training);
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return training;
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}
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private async Task CompleteFinishedTrainingAsync(string username)
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{
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var now = DateTime.UtcNow;
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var update = Builders<UnitTraining>.Update
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.Set(x => x.Status, "Completed")
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.Set(x => x.CompletedAtUtc, now)
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.Set(x => x.UpdatedAtUtc, now);
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await _training.UpdateManyAsync(
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x => x.Username == username && x.Status == "Training" && x.CompletesAtUtc <= now,
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update);
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}
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}
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