adding resource limits and archers
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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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