adding resource limits and archers
This commit is contained in:
@@ -6,6 +6,7 @@ namespace LocationsApi.Services;
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public class GameSettingsService
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{
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public const string ScoutTrainingSeconds = "ScoutTrainingSeconds";
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public const string ArcherTrainingSeconds = "ArcherTrainingSeconds";
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public const string LogCampBuildSeconds = "LogCampBuildSeconds";
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public const string MineBuildSeconds = "MineBuildSeconds";
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public const string BarracksBuildSeconds = "BarracksBuildSeconds";
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@@ -8,6 +8,9 @@ public class ResourceService
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private readonly IMongoCollection<PlayerResources> _resources;
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private readonly int _startingGold;
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private readonly int _headquartersGoldPerMinute;
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private readonly int _townHallGoldCapacity;
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private readonly int _townHallWoodCapacity;
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private readonly int _townHallOreCapacity;
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public ResourceService(IConfiguration cfg)
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{
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@@ -20,6 +23,15 @@ public class ResourceService
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_headquartersGoldPerMinute = int.TryParse(cfg["Resources:HeadquartersGoldPerMinute"], out var goldPerMinute)
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? Math.Max(0, goldPerMinute)
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: 10;
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_townHallGoldCapacity = int.TryParse(cfg["Resources:TownHallGoldCapacity"], out var goldCapacity)
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? Math.Max(0, goldCapacity)
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: 500;
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_townHallWoodCapacity = int.TryParse(cfg["Resources:TownHallWoodCapacity"], out var woodCapacity)
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? Math.Max(0, woodCapacity)
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: 100;
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_townHallOreCapacity = int.TryParse(cfg["Resources:TownHallOreCapacity"], out var oreCapacity)
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? Math.Max(0, oreCapacity)
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: 100;
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_resources.Indexes.CreateOne(new CreateIndexModel<PlayerResources>(
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Builders<PlayerResources>.IndexKeys.Ascending(x => x.Username),
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@@ -31,7 +43,7 @@ public class ResourceService
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var now = DateTime.UtcNow;
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var update = Builders<PlayerResources>.Update
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.SetOnInsert(x => x.Username, username)
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.SetOnInsert(x => x.Gold, _startingGold)
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.SetOnInsert(x => x.Gold, Math.Min(_startingGold, _townHallGoldCapacity))
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.SetOnInsert(x => x.Wood, 0)
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.SetOnInsert(x => x.Ore, 0)
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.SetOnInsert(x => x.CreatedAtUtc, now)
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@@ -39,6 +51,9 @@ public class ResourceService
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.SetOnInsert(x => x.LastWoodGeneratedAtUtc, now)
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.SetOnInsert(x => x.LastOreGeneratedAtUtc, now)
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.Set(x => x.GoldPerMinute, _headquartersGoldPerMinute)
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.Set(x => x.GoldCapacity, _townHallGoldCapacity)
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.Set(x => x.WoodCapacity, _townHallWoodCapacity)
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.Set(x => x.OreCapacity, _townHallOreCapacity)
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.Set(x => x.UpdatedAtUtc, now);
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var resources = await _resources.FindOneAndUpdateAsync(
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@@ -167,34 +182,52 @@ public class ResourceService
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var oreElapsedMinutes = resources.OrePerMinute <= 0 || resources.LastOreGeneratedAtUtc.Year < 2000
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? 0
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: (int)Math.Floor((now - resources.LastOreGeneratedAtUtc).TotalMinutes);
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var cappedGold = Math.Min(resources.Gold, _townHallGoldCapacity);
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var cappedWood = Math.Min(resources.Wood, _townHallWoodCapacity);
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var cappedOre = Math.Min(resources.Ore, _townHallOreCapacity);
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var isOverCapacity = resources.Gold != cappedGold || resources.Wood != cappedWood || resources.Ore != cappedOre;
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if (goldElapsedMinutes <= 0 && woodElapsedMinutes <= 0 && oreElapsedMinutes <= 0)
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if (goldElapsedMinutes <= 0 && woodElapsedMinutes <= 0 && oreElapsedMinutes <= 0 && !isOverCapacity)
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{
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return resources;
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}
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var update = Builders<PlayerResources>.Update
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.Set(x => x.GoldPerMinute, _headquartersGoldPerMinute)
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.Set(x => x.GoldCapacity, _townHallGoldCapacity)
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.Set(x => x.WoodCapacity, _townHallWoodCapacity)
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.Set(x => x.OreCapacity, _townHallOreCapacity)
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.Set(x => x.UpdatedAtUtc, now);
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if (isOverCapacity)
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{
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update = update
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.Set(x => x.Gold, cappedGold)
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.Set(x => x.Wood, cappedWood)
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.Set(x => x.Ore, cappedOre);
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}
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if (goldElapsedMinutes > 0)
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{
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var generatedGold = Math.Min(_townHallGoldCapacity, cappedGold + (goldElapsedMinutes * resources.GoldPerMinute));
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update = update
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.Inc(x => x.Gold, goldElapsedMinutes * resources.GoldPerMinute)
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.Set(x => x.Gold, generatedGold)
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.Set(x => x.LastGoldGeneratedAtUtc, resources.LastGoldGeneratedAtUtc.AddMinutes(goldElapsedMinutes));
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}
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if (woodElapsedMinutes > 0)
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{
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var generatedWood = Math.Min(_townHallWoodCapacity, cappedWood + (woodElapsedMinutes * resources.WoodPerMinute));
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update = update
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.Inc(x => x.Wood, woodElapsedMinutes * resources.WoodPerMinute)
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.Set(x => x.Wood, generatedWood)
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.Set(x => x.LastWoodGeneratedAtUtc, resources.LastWoodGeneratedAtUtc.AddMinutes(woodElapsedMinutes));
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}
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if (oreElapsedMinutes > 0)
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{
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var generatedOre = Math.Min(_townHallOreCapacity, cappedOre + (oreElapsedMinutes * resources.OrePerMinute));
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update = update
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.Inc(x => x.Ore, oreElapsedMinutes * resources.OrePerMinute)
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.Set(x => x.Ore, generatedOre)
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.Set(x => x.LastOreGeneratedAtUtc, resources.LastOreGeneratedAtUtc.AddMinutes(oreElapsedMinutes));
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}
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@@ -6,12 +6,17 @@ 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 const string ArcherUnitType = "Archer";
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private readonly IMongoCollection<UnitTraining> _training;
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private readonly IMongoCollection<Location> _locations;
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private readonly ResourceService _resources;
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private readonly GameSettingsService _settings;
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private readonly int _scoutGoldCost;
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private readonly int _archerGoldCost;
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private readonly int _archerWoodCost;
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private readonly int _defaultScoutTrainingSeconds;
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private readonly int _defaultArcherTrainingSeconds;
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public UnitTrainingService(IConfiguration cfg, ResourceService resources, GameSettingsService settings)
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{
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@@ -20,12 +25,18 @@ public class UnitTrainingService
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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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_locations = database.GetCollection<Location>("Locations");
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_resources = resources;
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_settings = settings;
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_scoutGoldCost = int.TryParse(cfg["Units:ScoutGoldCost"], out var scoutGoldCost) ? Math.Max(0, scoutGoldCost) : 50;
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_archerGoldCost = int.TryParse(cfg["Units:ArcherGoldCost"], out var archerGoldCost) ? Math.Max(0, archerGoldCost) : 100;
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_archerWoodCost = int.TryParse(cfg["Units:ArcherWoodCost"], out var archerWoodCost) ? Math.Max(0, archerWoodCost) : 100;
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_defaultScoutTrainingSeconds = 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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_defaultArcherTrainingSeconds = int.TryParse(cfg["Units:ArcherTrainingSeconds"], out var archerTrainingSeconds)
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? Math.Max(1, archerTrainingSeconds)
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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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@@ -38,6 +49,7 @@ public class UnitTrainingService
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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 completedArchers = all.Count(x => x.UnitType == ArcherUnitType && 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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@@ -47,33 +59,47 @@ public class UnitTrainingService
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return new PlayerUnitsResponse
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{
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CompletedScouts = completedScouts,
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CompletedArchers = completedArchers,
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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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var normalizedUnitType = NormalizeUnitType(unitType);
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if (normalizedUnitType is null)
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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 (normalizedUnitType == ArcherUnitType && !await HasBuiltBarracksAsync(username))
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{
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throw new InvalidOperationException("A completed Barracks is required to train Archers.");
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}
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var goldCost = normalizedUnitType == ArcherUnitType ? _archerGoldCost : _scoutGoldCost;
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var woodCost = normalizedUnitType == ArcherUnitType ? _archerWoodCost : 0;
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var spent = normalizedUnitType == ArcherUnitType
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? await _resources.TrySpendResourcesAsync(username, goldCost, woodCost, 0)
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: await _resources.TrySpendGoldAsync(username, goldCost);
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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 scoutTrainingSeconds = await _settings.GetIntAsync(GameSettingsService.ScoutTrainingSeconds, _defaultScoutTrainingSeconds);
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var trainingSeconds = normalizedUnitType == ArcherUnitType
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? await _settings.GetIntAsync(GameSettingsService.ArcherTrainingSeconds, _defaultArcherTrainingSeconds)
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: await _settings.GetIntAsync(GameSettingsService.ScoutTrainingSeconds, _defaultScoutTrainingSeconds);
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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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UnitType = normalizedUnitType,
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GoldCost = goldCost,
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WoodCost = woodCost,
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Status = "Training",
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StartedAtUtc = now,
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CompletesAtUtc = now.AddSeconds(scoutTrainingSeconds),
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CompletesAtUtc = now.AddSeconds(trainingSeconds),
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CreatedAtUtc = now,
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UpdatedAtUtc = now
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};
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@@ -82,6 +108,32 @@ public class UnitTrainingService
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return training;
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}
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private async Task<bool> HasBuiltBarracksAsync(string username)
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{
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await CompleteFinishedBuildingsAsync(username);
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return await _locations.Find(x =>
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x.OwnerUsername == username &&
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x.BuildingType == "Barracks" &&
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(x.BuildingStatus == "Built" || x.BuildingStatus == null || x.BuildingStatus == ""))
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.AnyAsync();
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}
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private async Task CompleteFinishedBuildingsAsync(string username)
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{
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var now = DateTime.UtcNow;
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var update = Builders<Location>.Update
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.Set(x => x.BuildingStatus, "Built")
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.Set(x => x.BuildingBuiltAtUtc, now)
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.Set(x => x.UpdatedAtUtc, now);
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await _locations.UpdateManyAsync(
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x => x.OwnerUsername == username &&
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x.BuildingType == "Barracks" &&
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x.BuildingStatus == "Building" &&
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x.BuildingCompletesAtUtc <= now,
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update);
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}
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public async Task<bool> TryConsumeCompletedScoutAsync(string username)
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{
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await CompleteFinishedTrainingAsync(username);
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@@ -114,4 +166,15 @@ public class UnitTrainingService
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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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private static string? NormalizeUnitType(string unitType)
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{
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var trimmed = unitType.Trim();
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return trimmed.ToLowerInvariant() switch
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{
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"scout" => ScoutUnitType,
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"archer" => ArcherUnitType,
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_ => null
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};
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}
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}
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