adding resource limits and archers
This commit is contained in:
@@ -31,6 +31,7 @@ var resource_text := "Gold: --\nWood: --\nOre: --"
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var gold_tick_anchor_unix := 0.0
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var gold_tick_seconds := 60.0
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var train_button: Button
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var train_archer_button: Button
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var unit_label: Label
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var training_box: VBoxContainer
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var training_label: Label
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@@ -47,6 +48,7 @@ var building_started_unix := 0.0
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var building_completes_unix := 0.0
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var building_completion_refresh_requested := false
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var active_building_label := "Build"
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var active_training_label := "Training"
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var claim_button: Button
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var build_log_camp_button: Button
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var build_mine_button: Button
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@@ -57,8 +59,10 @@ var selected_can_claim := false
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var selected_can_build_log_camp := false
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var selected_can_build_mine := false
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var selected_can_build_barracks := false
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var selected_can_train_archer := false
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var selected_is_home := false
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var completed_scout_count := 0
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var completed_archer_count := 0
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var refresh_prompt_active := false
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var refresh_request_active := false
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@@ -202,6 +206,11 @@ func _build_ui() -> void:
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train_button.pressed.connect(_train_scout)
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action_buttons.add_child(train_button)
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train_archer_button = _small_button("Archer 100g 100w")
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train_archer_button.visible = false
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train_archer_button.pressed.connect(_train_archer)
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action_buttons.add_child(train_archer_button)
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claim_button = _small_button("Claim 1 Scout")
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claim_button.visible = false
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claim_button.pressed.connect(_claim_selected_tile)
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@@ -223,8 +232,8 @@ func _build_ui() -> void:
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action_buttons.add_child(build_barracks_button)
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unit_label = Label.new()
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unit_label.text = "Scouts: -- | Queue: --"
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unit_label.custom_minimum_size = Vector2(126, 0)
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unit_label.text = "Scouts: -- | Archers: -- | Queue: --"
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unit_label.custom_minimum_size = Vector2(180, 0)
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unit_label.add_theme_font_size_override("font_size", 14)
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unit_label.add_theme_color_override("font_color", Color(0.72, 0.82, 0.78))
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status_row.add_child(unit_label)
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@@ -408,6 +417,7 @@ func _on_tile_selected(q: int, r: int, terrain: String) -> void:
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selected_can_build_log_camp = _can_build_log_camp_on_selected_tile()
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selected_can_build_mine = _can_build_mine_on_selected_tile()
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selected_can_build_barracks = _can_build_barracks_on_selected_tile()
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selected_can_train_archer = _selected_tile_has_built_barracks()
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_update_action_buttons()
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if coordinate_label:
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coordinate_label.text = "Selected q:%d r:%d | %s territory" % [q, r, terrain]
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@@ -449,6 +459,9 @@ func _update_action_buttons() -> void:
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if train_button:
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train_button.visible = selected_is_home
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train_button.disabled = false
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if train_archer_button:
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train_archer_button.visible = selected_can_train_archer
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train_archer_button.disabled = false
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if claim_button:
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claim_button.visible = _can_claim_selected_tile()
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claim_button.disabled = false
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@@ -477,6 +490,21 @@ func _selected_tile_is_home() -> bool:
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return owner_username == username and kind == "Home"
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func _selected_tile_has_built_barracks() -> bool:
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if not grid_view:
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return false
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var location: Dictionary = grid_view.get_visible_location(selected_q, selected_r)
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if location.is_empty():
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return false
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var username: String = str(session.get("username", ""))
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var owner_username: String = str(location.get("ownerUsername", ""))
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var building_type: String = _nullable_string(location.get("buildingType", ""))
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var building_status: String = _nullable_string(location.get("buildingStatus", ""))
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return owner_username == username and building_type == "Barracks" and (building_status == "Built" or building_status.is_empty())
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func _session_name() -> String:
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if not session.is_empty():
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var session_username: String = str(session.get("username", "Signed in"))
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@@ -720,11 +748,24 @@ func _on_resources_request_completed(result: int, response_code: int, _headers:
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var resources: Dictionary = parsed
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var gold: int = int(resources.get("gold", 0))
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var gold_per_minute: int = int(resources.get("goldPerMinute", 0))
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var gold_capacity: int = int(resources.get("goldCapacity", 500))
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var wood: int = int(resources.get("wood", 0))
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var wood_per_minute: int = int(resources.get("woodPerMinute", 0))
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var wood_capacity: int = int(resources.get("woodCapacity", 100))
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var ore: int = int(resources.get("ore", 0))
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var ore_per_minute: int = int(resources.get("orePerMinute", 0))
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resource_text = "Gold: %d (+%d/min)\nWood: %d (+%d/min)\nOre: %d (+%d/min)" % [gold, gold_per_minute, wood, wood_per_minute, ore, ore_per_minute]
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var ore_capacity: int = int(resources.get("oreCapacity", 100))
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resource_text = "Gold: %d/%d (+%d/min)\nWood: %d/%d (+%d/min)\nOre: %d/%d (+%d/min)" % [
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gold,
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gold_capacity,
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gold_per_minute,
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wood,
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wood_capacity,
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wood_per_minute,
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ore,
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ore_capacity,
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ore_per_minute
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]
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gold_label.text = resource_text
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var anchor_text: String = str(resources.get("lastGoldGeneratedAtUtc", ""))
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@@ -737,7 +778,7 @@ func _on_resources_request_completed(result: int, response_code: int, _headers:
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func _load_units() -> void:
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var access_token: String = str(session.get("accessToken", ""))
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if access_token.is_empty():
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unit_label.text = "Scouts: --"
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unit_label.text = "Scouts: -- | Archers: -- | Queue: --"
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return
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if units_request.get_http_client_status() != HTTPClient.STATUS_DISCONNECTED:
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@@ -756,12 +797,12 @@ func _load_units() -> void:
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func _on_units_request_completed(result: int, response_code: int, _headers: PackedStringArray, body: PackedByteArray) -> void:
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if result != HTTPRequest.RESULT_SUCCESS or response_code < 200 or response_code >= 300:
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unit_label.text = "Scouts: ?"
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unit_label.text = "Scouts: ? | Archers: ? | Queue: ?"
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return
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var parsed = JSON.parse_string(body.get_string_from_utf8())
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if typeof(parsed) != TYPE_DICTIONARY:
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unit_label.text = "Scouts: ?"
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unit_label.text = "Scouts: ? | Archers: ? | Queue: ?"
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return
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var units: Dictionary = parsed
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@@ -771,12 +812,14 @@ func _on_units_request_completed(result: int, response_code: int, _headers: Pack
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training = raw_training
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completed_scout_count = int(units.get("completedScouts", 0))
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unit_label.text = "Scouts: %d | Queue: %d" % [completed_scout_count, training.size()]
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completed_archer_count = int(units.get("completedArchers", 0))
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unit_label.text = "Scouts: %d | Archers: %d | Queue: %d" % [completed_scout_count, completed_archer_count, training.size()]
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_update_action_buttons()
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if training.is_empty():
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training_started_unix = 0.0
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training_completes_unix = 0.0
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active_training_label = "Training"
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training_completion_refresh_requested = false
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_update_training_bar()
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return
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@@ -785,6 +828,7 @@ func _on_units_request_completed(result: int, response_code: int, _headers: Pack
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return
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var active_training: Dictionary = training[0]
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active_training_label = _unit_display_name(str(active_training.get("unitType", "Training")))
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training_started_unix = _parse_utc_timestamp(str(active_training.get("startedAtUtc", "")))
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training_completes_unix = _parse_utc_timestamp(str(active_training.get("completesAtUtc", "")))
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training_completion_refresh_requested = false
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@@ -792,16 +836,31 @@ func _on_units_request_completed(result: int, response_code: int, _headers: Pack
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func _train_scout() -> void:
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_request_unit_training("Scout")
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func _train_archer() -> void:
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if not selected_can_train_archer:
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coordinate_label.text = "Select a completed Barracks to train Archers."
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return
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_request_unit_training("Archer")
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func _request_unit_training(unit_type: String) -> void:
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var access_token: String = str(session.get("accessToken", ""))
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if access_token.is_empty():
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coordinate_label.text = "No auth token available. Scout training was not started."
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coordinate_label.text = "No auth token available. %s training was not started." % unit_type
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return
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if train_unit_request.get_http_client_status() != HTTPClient.STATUS_DISCONNECTED:
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return
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train_button.disabled = true
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coordinate_label.text = "Starting scout training..."
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if unit_type == "Archer":
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train_archer_button.disabled = true
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else:
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train_button.disabled = true
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coordinate_label.text = "Starting %s training..." % unit_type
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var error: int = train_unit_request.request(
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LOCATIONS_BASE_URL + "/api/units/train",
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PackedStringArray([
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@@ -809,32 +868,33 @@ func _train_scout() -> void:
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"Authorization: Bearer %s" % access_token
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]),
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HTTPClient.METHOD_POST,
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JSON.stringify({ "unitType": "Scout" })
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JSON.stringify({ "unitType": unit_type })
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)
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if error != OK:
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train_button.disabled = false
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_update_action_buttons()
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coordinate_label.text = "Could not contact the unit training service."
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func _on_train_unit_request_completed(result: int, response_code: int, _headers: PackedStringArray, body: PackedByteArray) -> void:
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train_button.disabled = false
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_update_action_buttons()
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var text: String = body.get_string_from_utf8()
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if result != HTTPRequest.RESULT_SUCCESS:
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coordinate_label.text = "Scout training request failed."
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coordinate_label.text = "Unit training request failed."
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return
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if response_code < 200 or response_code >= 300:
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coordinate_label.text = "Scout training failed: %s" % text
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coordinate_label.text = "Unit training failed: %s" % text
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_refresh_player_state()
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return
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var parsed = JSON.parse_string(text)
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if typeof(parsed) == TYPE_DICTIONARY:
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var training: Dictionary = parsed
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active_training_label = _unit_display_name(str(training.get("unitType", "Training")))
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training_started_unix = _parse_utc_timestamp(str(training.get("startedAtUtc", "")))
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training_completes_unix = _parse_utc_timestamp(str(training.get("completesAtUtc", "")))
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training_completion_refresh_requested = false
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coordinate_label.text = "Scout training started. Completion takes 1 minute."
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coordinate_label.text = "%s training started. Completion takes 1 minute." % active_training_label
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_refresh_player_state()
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@@ -1018,12 +1078,12 @@ func _update_training_bar() -> void:
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training_bar.value = elapsed / duration
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if remaining <= 0:
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training_label.text = "Training: ready"
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training_label.text = "%s: ready" % active_training_label
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if not training_completion_refresh_requested:
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training_completion_refresh_requested = true
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_load_units()
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else:
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training_label.text = "Training: %ds" % remaining
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training_label.text = "%s: %ds" % [active_training_label, remaining]
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_update_progress_panel_visibility()
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@@ -1108,6 +1168,16 @@ func _building_display_name(building_type: String) -> String:
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return "Build"
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func _unit_display_name(unit_type: String) -> String:
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match unit_type:
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"Scout":
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return "Scout"
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"Archer":
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return "Archer"
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_:
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return "Training"
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func _parse_utc_timestamp(timestamp: String) -> float:
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if timestamp.is_empty():
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return 0.0
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@@ -45,7 +45,7 @@ public class UnitsController : ControllerBase
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var training = await _units.TrainAsync(username, request.UnitType);
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if (training is null)
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{
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return BadRequest(new { error = "Not enough gold." });
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return BadRequest(new { error = "Not enough resources." });
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}
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return Ok(UnitTrainingResponse.FromTraining(training));
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@@ -54,5 +54,9 @@ public class UnitsController : ControllerBase
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{
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return BadRequest(new { error = ex.Message });
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}
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catch (InvalidOperationException ex)
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{
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return BadRequest(new { error = ex.Message });
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}
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}
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}
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@@ -12,10 +12,13 @@ public class PlayerResources
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public string Username { get; set; } = "";
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public int Gold { get; set; } = 100;
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public int GoldPerMinute { get; set; } = 10;
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public int GoldCapacity { get; set; } = 500;
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public int Wood { get; set; }
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public int WoodPerMinute { get; set; }
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public int WoodCapacity { get; set; } = 100;
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public int Ore { get; set; }
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public int OrePerMinute { get; set; }
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public int OreCapacity { get; set; } = 100;
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public DateTime LastGoldGeneratedAtUtc { get; set; } = DateTime.UtcNow;
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public DateTime LastWoodGeneratedAtUtc { get; set; } = DateTime.UtcNow;
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public DateTime LastOreGeneratedAtUtc { get; set; } = DateTime.UtcNow;
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@@ -5,10 +5,13 @@ public class PlayerResourcesResponse
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public string Username { get; set; } = "";
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public int Gold { get; set; }
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public int GoldPerMinute { get; set; }
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public int GoldCapacity { get; set; }
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public int Wood { get; set; }
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public int WoodPerMinute { get; set; }
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public int WoodCapacity { get; set; }
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public int Ore { get; set; }
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public int OrePerMinute { get; set; }
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public int OreCapacity { get; set; }
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public DateTime LastGoldGeneratedAtUtc { get; set; }
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public DateTime LastWoodGeneratedAtUtc { get; set; }
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public DateTime LastOreGeneratedAtUtc { get; set; }
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@@ -19,10 +22,13 @@ public class PlayerResourcesResponse
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Username = resources.Username,
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Gold = resources.Gold,
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GoldPerMinute = resources.GoldPerMinute,
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GoldCapacity = resources.GoldCapacity,
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Wood = resources.Wood,
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WoodPerMinute = resources.WoodPerMinute,
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WoodCapacity = resources.WoodCapacity,
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Ore = resources.Ore,
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OrePerMinute = resources.OrePerMinute,
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OreCapacity = resources.OreCapacity,
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LastGoldGeneratedAtUtc = resources.LastGoldGeneratedAtUtc,
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LastWoodGeneratedAtUtc = resources.LastWoodGeneratedAtUtc,
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LastOreGeneratedAtUtc = resources.LastOreGeneratedAtUtc,
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@@ -11,6 +11,8 @@ public class UnitTrainingResponse
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public string Username { get; set; } = "";
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public string UnitType { get; set; } = "";
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public int GoldCost { get; set; }
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public int WoodCost { get; set; }
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public int OreCost { get; set; }
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public string Status { get; set; } = "";
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public DateTime StartedAtUtc { get; set; }
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public DateTime CompletesAtUtc { get; set; }
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@@ -22,6 +24,8 @@ public class UnitTrainingResponse
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Username = training.Username,
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UnitType = training.UnitType,
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GoldCost = training.GoldCost,
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WoodCost = training.WoodCost,
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OreCost = training.OreCost,
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Status = training.Status,
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StartedAtUtc = training.StartedAtUtc,
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CompletesAtUtc = training.CompletesAtUtc,
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@@ -32,5 +36,6 @@ public class UnitTrainingResponse
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public class PlayerUnitsResponse
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{
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public int CompletedScouts { get; set; }
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public int CompletedArchers { get; set; }
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public List<UnitTrainingResponse> Training { get; set; } = [];
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}
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@@ -12,6 +12,8 @@ public class UnitTraining
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public string Username { get; set; } = "";
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public string UnitType { get; set; } = "Scout";
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public int GoldCost { get; set; } = 50;
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public int WoodCost { get; set; }
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public int OreCost { get; set; }
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public string Status { get; set; } = "Training";
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public DateTime StartedAtUtc { get; set; } = DateTime.UtcNow;
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public DateTime CompletesAtUtc { get; set; } = DateTime.UtcNow.AddMinutes(1);
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@@ -28,16 +28,18 @@ locations are unowned `Open` records until claimed by a player.
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Player resource state is stored server-side in the `PlayerResources` collection.
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New players start with 100 gold. A player's headquarters generates 10 gold per
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minute. Log Camps generate wood and Mines generate ore. Generation is applied
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lazily when the resource record is read.
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minute. The starting town hall stores up to 500 gold, 100 wood, and 100 ore.
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Log Camps generate wood and Mines generate ore. Generation is applied lazily
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when the resource record is read and clamps at the current storage capacity.
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## Units
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Unit training is stored server-side in the `UnitTraining` collection. The first
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unit type is `Scout`, which costs 50 gold and takes 60 seconds to train.
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Finished training is completed lazily when unit state is read. Claiming an
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unclaimed visible location consumes one completed Scout by deleting that Scout's
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training record.
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Unit training is stored server-side in the `UnitTraining` collection. `Scout`
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costs 50 gold and takes 60 seconds to train. `Archer` requires a completed
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Barracks, costs 100 gold and 100 wood, and takes 60 seconds to train. Finished
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training is completed lazily when unit state is read. Claiming an unclaimed
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visible location consumes one completed Scout by deleting that Scout's training
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record.
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## Buildings
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@@ -53,6 +55,7 @@ Timer settings are stored in the MongoDB `GameSettings` collection and are
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seeded on first read:
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- `ScoutTrainingSeconds`
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- `ArcherTrainingSeconds`
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- `LogCampBuildSeconds`
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- `MineBuildSeconds`
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- `BarracksBuildSeconds`
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@@ -6,6 +6,7 @@ namespace LocationsApi.Services;
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public class GameSettingsService
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{
|
||||
public const string ScoutTrainingSeconds = "ScoutTrainingSeconds";
|
||||
public const string ArcherTrainingSeconds = "ArcherTrainingSeconds";
|
||||
public const string LogCampBuildSeconds = "LogCampBuildSeconds";
|
||||
public const string MineBuildSeconds = "MineBuildSeconds";
|
||||
public const string BarracksBuildSeconds = "BarracksBuildSeconds";
|
||||
|
||||
@@ -8,6 +8,9 @@ public class ResourceService
|
||||
private readonly IMongoCollection<PlayerResources> _resources;
|
||||
private readonly int _startingGold;
|
||||
private readonly int _headquartersGoldPerMinute;
|
||||
private readonly int _townHallGoldCapacity;
|
||||
private readonly int _townHallWoodCapacity;
|
||||
private readonly int _townHallOreCapacity;
|
||||
|
||||
public ResourceService(IConfiguration cfg)
|
||||
{
|
||||
@@ -20,6 +23,15 @@ public class ResourceService
|
||||
_headquartersGoldPerMinute = int.TryParse(cfg["Resources:HeadquartersGoldPerMinute"], out var goldPerMinute)
|
||||
? Math.Max(0, goldPerMinute)
|
||||
: 10;
|
||||
_townHallGoldCapacity = int.TryParse(cfg["Resources:TownHallGoldCapacity"], out var goldCapacity)
|
||||
? Math.Max(0, goldCapacity)
|
||||
: 500;
|
||||
_townHallWoodCapacity = int.TryParse(cfg["Resources:TownHallWoodCapacity"], out var woodCapacity)
|
||||
? Math.Max(0, woodCapacity)
|
||||
: 100;
|
||||
_townHallOreCapacity = int.TryParse(cfg["Resources:TownHallOreCapacity"], out var oreCapacity)
|
||||
? Math.Max(0, oreCapacity)
|
||||
: 100;
|
||||
|
||||
_resources.Indexes.CreateOne(new CreateIndexModel<PlayerResources>(
|
||||
Builders<PlayerResources>.IndexKeys.Ascending(x => x.Username),
|
||||
@@ -31,7 +43,7 @@ public class ResourceService
|
||||
var now = DateTime.UtcNow;
|
||||
var update = Builders<PlayerResources>.Update
|
||||
.SetOnInsert(x => x.Username, username)
|
||||
.SetOnInsert(x => x.Gold, _startingGold)
|
||||
.SetOnInsert(x => x.Gold, Math.Min(_startingGold, _townHallGoldCapacity))
|
||||
.SetOnInsert(x => x.Wood, 0)
|
||||
.SetOnInsert(x => x.Ore, 0)
|
||||
.SetOnInsert(x => x.CreatedAtUtc, now)
|
||||
@@ -39,6 +51,9 @@ public class ResourceService
|
||||
.SetOnInsert(x => x.LastWoodGeneratedAtUtc, now)
|
||||
.SetOnInsert(x => x.LastOreGeneratedAtUtc, now)
|
||||
.Set(x => x.GoldPerMinute, _headquartersGoldPerMinute)
|
||||
.Set(x => x.GoldCapacity, _townHallGoldCapacity)
|
||||
.Set(x => x.WoodCapacity, _townHallWoodCapacity)
|
||||
.Set(x => x.OreCapacity, _townHallOreCapacity)
|
||||
.Set(x => x.UpdatedAtUtc, now);
|
||||
|
||||
var resources = await _resources.FindOneAndUpdateAsync(
|
||||
@@ -167,34 +182,52 @@ public class ResourceService
|
||||
var oreElapsedMinutes = resources.OrePerMinute <= 0 || resources.LastOreGeneratedAtUtc.Year < 2000
|
||||
? 0
|
||||
: (int)Math.Floor((now - resources.LastOreGeneratedAtUtc).TotalMinutes);
|
||||
var cappedGold = Math.Min(resources.Gold, _townHallGoldCapacity);
|
||||
var cappedWood = Math.Min(resources.Wood, _townHallWoodCapacity);
|
||||
var cappedOre = Math.Min(resources.Ore, _townHallOreCapacity);
|
||||
var isOverCapacity = resources.Gold != cappedGold || resources.Wood != cappedWood || resources.Ore != cappedOre;
|
||||
|
||||
if (goldElapsedMinutes <= 0 && woodElapsedMinutes <= 0 && oreElapsedMinutes <= 0)
|
||||
if (goldElapsedMinutes <= 0 && woodElapsedMinutes <= 0 && oreElapsedMinutes <= 0 && !isOverCapacity)
|
||||
{
|
||||
return resources;
|
||||
}
|
||||
|
||||
var update = Builders<PlayerResources>.Update
|
||||
.Set(x => x.GoldPerMinute, _headquartersGoldPerMinute)
|
||||
.Set(x => x.GoldCapacity, _townHallGoldCapacity)
|
||||
.Set(x => x.WoodCapacity, _townHallWoodCapacity)
|
||||
.Set(x => x.OreCapacity, _townHallOreCapacity)
|
||||
.Set(x => x.UpdatedAtUtc, now);
|
||||
|
||||
if (isOverCapacity)
|
||||
{
|
||||
update = update
|
||||
.Set(x => x.Gold, cappedGold)
|
||||
.Set(x => x.Wood, cappedWood)
|
||||
.Set(x => x.Ore, cappedOre);
|
||||
}
|
||||
|
||||
if (goldElapsedMinutes > 0)
|
||||
{
|
||||
var generatedGold = Math.Min(_townHallGoldCapacity, cappedGold + (goldElapsedMinutes * resources.GoldPerMinute));
|
||||
update = update
|
||||
.Inc(x => x.Gold, goldElapsedMinutes * resources.GoldPerMinute)
|
||||
.Set(x => x.Gold, generatedGold)
|
||||
.Set(x => x.LastGoldGeneratedAtUtc, resources.LastGoldGeneratedAtUtc.AddMinutes(goldElapsedMinutes));
|
||||
}
|
||||
|
||||
if (woodElapsedMinutes > 0)
|
||||
{
|
||||
var generatedWood = Math.Min(_townHallWoodCapacity, cappedWood + (woodElapsedMinutes * resources.WoodPerMinute));
|
||||
update = update
|
||||
.Inc(x => x.Wood, woodElapsedMinutes * resources.WoodPerMinute)
|
||||
.Set(x => x.Wood, generatedWood)
|
||||
.Set(x => x.LastWoodGeneratedAtUtc, resources.LastWoodGeneratedAtUtc.AddMinutes(woodElapsedMinutes));
|
||||
}
|
||||
|
||||
if (oreElapsedMinutes > 0)
|
||||
{
|
||||
var generatedOre = Math.Min(_townHallOreCapacity, cappedOre + (oreElapsedMinutes * resources.OrePerMinute));
|
||||
update = update
|
||||
.Inc(x => x.Ore, oreElapsedMinutes * resources.OrePerMinute)
|
||||
.Set(x => x.Ore, generatedOre)
|
||||
.Set(x => x.LastOreGeneratedAtUtc, resources.LastOreGeneratedAtUtc.AddMinutes(oreElapsedMinutes));
|
||||
}
|
||||
|
||||
|
||||
@@ -6,12 +6,17 @@ namespace LocationsApi.Services;
|
||||
public class UnitTrainingService
|
||||
{
|
||||
private const string ScoutUnitType = "Scout";
|
||||
private const string ArcherUnitType = "Archer";
|
||||
|
||||
private readonly IMongoCollection<UnitTraining> _training;
|
||||
private readonly IMongoCollection<Location> _locations;
|
||||
private readonly ResourceService _resources;
|
||||
private readonly GameSettingsService _settings;
|
||||
private readonly int _scoutGoldCost;
|
||||
private readonly int _archerGoldCost;
|
||||
private readonly int _archerWoodCost;
|
||||
private readonly int _defaultScoutTrainingSeconds;
|
||||
private readonly int _defaultArcherTrainingSeconds;
|
||||
|
||||
public UnitTrainingService(IConfiguration cfg, ResourceService resources, GameSettingsService settings)
|
||||
{
|
||||
@@ -20,12 +25,18 @@ public class UnitTrainingService
|
||||
var client = new MongoClient(connectionString);
|
||||
var database = client.GetDatabase(databaseName);
|
||||
_training = database.GetCollection<UnitTraining>("UnitTraining");
|
||||
_locations = database.GetCollection<Location>("Locations");
|
||||
_resources = resources;
|
||||
_settings = settings;
|
||||
_scoutGoldCost = int.TryParse(cfg["Units:ScoutGoldCost"], out var scoutGoldCost) ? Math.Max(0, scoutGoldCost) : 50;
|
||||
_archerGoldCost = int.TryParse(cfg["Units:ArcherGoldCost"], out var archerGoldCost) ? Math.Max(0, archerGoldCost) : 100;
|
||||
_archerWoodCost = int.TryParse(cfg["Units:ArcherWoodCost"], out var archerWoodCost) ? Math.Max(0, archerWoodCost) : 100;
|
||||
_defaultScoutTrainingSeconds = int.TryParse(cfg["Units:ScoutTrainingSeconds"], out var scoutTrainingSeconds)
|
||||
? Math.Max(1, scoutTrainingSeconds)
|
||||
: 60;
|
||||
_defaultArcherTrainingSeconds = int.TryParse(cfg["Units:ArcherTrainingSeconds"], out var archerTrainingSeconds)
|
||||
? Math.Max(1, archerTrainingSeconds)
|
||||
: 60;
|
||||
|
||||
_training.Indexes.CreateOne(new CreateIndexModel<UnitTraining>(
|
||||
Builders<UnitTraining>.IndexKeys.Ascending(x => x.Username).Ascending(x => x.Status)));
|
||||
@@ -38,6 +49,7 @@ public class UnitTrainingService
|
||||
|
||||
var all = await _training.Find(x => x.Username == username).ToListAsync();
|
||||
var completedScouts = all.Count(x => x.UnitType == ScoutUnitType && x.Status == "Completed");
|
||||
var completedArchers = all.Count(x => x.UnitType == ArcherUnitType && x.Status == "Completed");
|
||||
var activeTraining = all
|
||||
.Where(x => x.Status == "Training")
|
||||
.OrderBy(x => x.CompletesAtUtc)
|
||||
@@ -47,33 +59,47 @@ public class UnitTrainingService
|
||||
return new PlayerUnitsResponse
|
||||
{
|
||||
CompletedScouts = completedScouts,
|
||||
CompletedArchers = completedArchers,
|
||||
Training = activeTraining
|
||||
};
|
||||
}
|
||||
|
||||
public async Task<UnitTraining?> TrainAsync(string username, string unitType)
|
||||
{
|
||||
if (!string.Equals(unitType, ScoutUnitType, StringComparison.OrdinalIgnoreCase))
|
||||
var normalizedUnitType = NormalizeUnitType(unitType);
|
||||
if (normalizedUnitType is null)
|
||||
{
|
||||
throw new ArgumentException("Unsupported unit type.", nameof(unitType));
|
||||
}
|
||||
|
||||
var spent = await _resources.TrySpendGoldAsync(username, _scoutGoldCost);
|
||||
if (normalizedUnitType == ArcherUnitType && !await HasBuiltBarracksAsync(username))
|
||||
{
|
||||
throw new InvalidOperationException("A completed Barracks is required to train Archers.");
|
||||
}
|
||||
|
||||
var goldCost = normalizedUnitType == ArcherUnitType ? _archerGoldCost : _scoutGoldCost;
|
||||
var woodCost = normalizedUnitType == ArcherUnitType ? _archerWoodCost : 0;
|
||||
var spent = normalizedUnitType == ArcherUnitType
|
||||
? await _resources.TrySpendResourcesAsync(username, goldCost, woodCost, 0)
|
||||
: await _resources.TrySpendGoldAsync(username, goldCost);
|
||||
if (!spent)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var now = DateTime.UtcNow;
|
||||
var scoutTrainingSeconds = await _settings.GetIntAsync(GameSettingsService.ScoutTrainingSeconds, _defaultScoutTrainingSeconds);
|
||||
var trainingSeconds = normalizedUnitType == ArcherUnitType
|
||||
? await _settings.GetIntAsync(GameSettingsService.ArcherTrainingSeconds, _defaultArcherTrainingSeconds)
|
||||
: await _settings.GetIntAsync(GameSettingsService.ScoutTrainingSeconds, _defaultScoutTrainingSeconds);
|
||||
var training = new UnitTraining
|
||||
{
|
||||
Username = username,
|
||||
UnitType = ScoutUnitType,
|
||||
GoldCost = _scoutGoldCost,
|
||||
UnitType = normalizedUnitType,
|
||||
GoldCost = goldCost,
|
||||
WoodCost = woodCost,
|
||||
Status = "Training",
|
||||
StartedAtUtc = now,
|
||||
CompletesAtUtc = now.AddSeconds(scoutTrainingSeconds),
|
||||
CompletesAtUtc = now.AddSeconds(trainingSeconds),
|
||||
CreatedAtUtc = now,
|
||||
UpdatedAtUtc = now
|
||||
};
|
||||
@@ -82,6 +108,32 @@ public class UnitTrainingService
|
||||
return training;
|
||||
}
|
||||
|
||||
private async Task<bool> HasBuiltBarracksAsync(string username)
|
||||
{
|
||||
await CompleteFinishedBuildingsAsync(username);
|
||||
return await _locations.Find(x =>
|
||||
x.OwnerUsername == username &&
|
||||
x.BuildingType == "Barracks" &&
|
||||
(x.BuildingStatus == "Built" || x.BuildingStatus == null || x.BuildingStatus == ""))
|
||||
.AnyAsync();
|
||||
}
|
||||
|
||||
private async Task CompleteFinishedBuildingsAsync(string username)
|
||||
{
|
||||
var now = DateTime.UtcNow;
|
||||
var update = Builders<Location>.Update
|
||||
.Set(x => x.BuildingStatus, "Built")
|
||||
.Set(x => x.BuildingBuiltAtUtc, now)
|
||||
.Set(x => x.UpdatedAtUtc, now);
|
||||
|
||||
await _locations.UpdateManyAsync(
|
||||
x => x.OwnerUsername == username &&
|
||||
x.BuildingType == "Barracks" &&
|
||||
x.BuildingStatus == "Building" &&
|
||||
x.BuildingCompletesAtUtc <= now,
|
||||
update);
|
||||
}
|
||||
|
||||
public async Task<bool> TryConsumeCompletedScoutAsync(string username)
|
||||
{
|
||||
await CompleteFinishedTrainingAsync(username);
|
||||
@@ -114,4 +166,15 @@ public class UnitTrainingService
|
||||
x => x.Username == username && x.Status == "Training" && x.CompletesAtUtc <= now,
|
||||
update);
|
||||
}
|
||||
|
||||
private static string? NormalizeUnitType(string unitType)
|
||||
{
|
||||
var trimmed = unitType.Trim();
|
||||
return trimmed.ToLowerInvariant() switch
|
||||
{
|
||||
"scout" => ScoutUnitType,
|
||||
"archer" => ArcherUnitType,
|
||||
_ => null
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -21,11 +21,17 @@
|
||||
},
|
||||
"Resources": {
|
||||
"StartingGold": 100,
|
||||
"HeadquartersGoldPerMinute": 10
|
||||
"HeadquartersGoldPerMinute": 10,
|
||||
"TownHallGoldCapacity": 500,
|
||||
"TownHallWoodCapacity": 100,
|
||||
"TownHallOreCapacity": 100
|
||||
},
|
||||
"Units": {
|
||||
"ScoutGoldCost": 50,
|
||||
"ScoutTrainingSeconds": 60
|
||||
"ScoutTrainingSeconds": 60,
|
||||
"ArcherGoldCost": 100,
|
||||
"ArcherWoodCost": 100,
|
||||
"ArcherTrainingSeconds": 60
|
||||
},
|
||||
"Buildings": {
|
||||
"LogCampWoodPerMinute": 5,
|
||||
|
||||
@@ -13,8 +13,14 @@ data:
|
||||
World__VisibilityDepth: "3"
|
||||
Resources__StartingGold: "100"
|
||||
Resources__HeadquartersGoldPerMinute: "10"
|
||||
Resources__TownHallGoldCapacity: "500"
|
||||
Resources__TownHallWoodCapacity: "100"
|
||||
Resources__TownHallOreCapacity: "100"
|
||||
Units__ScoutGoldCost: "50"
|
||||
Units__ScoutTrainingSeconds: "60"
|
||||
Units__ArcherGoldCost: "100"
|
||||
Units__ArcherWoodCost: "100"
|
||||
Units__ArcherTrainingSeconds: "60"
|
||||
Buildings__LogCampWoodPerMinute: "5"
|
||||
Buildings__LogCampBuildSeconds: "60"
|
||||
Buildings__MineOrePerMinute: "5"
|
||||
|
||||
Reference in New Issue
Block a user