Files
territory-autobattler/microservices/LocationsApi/Services/ResourceService.cs
T
2026-05-20 19:23:20 -05:00

694 lines
28 KiB
C#

using LocationsApi.Models;
using MongoDB.Driver;
namespace LocationsApi.Services;
public class ResourceService
{
private const string ScoutUnitType = "Scout";
private const string ArcherUnitType = "Archer";
private const string PeasantUnitType = "Peasant";
private readonly IMongoCollection<PlayerResources> _resources;
private readonly IMongoCollection<Location> _locations;
private readonly IMongoCollection<UnitTraining> _training;
private readonly IMongoCollection<UnitInstance> _units;
private readonly GameSettingsService _settings;
private readonly int _startingGold;
private readonly int _headquartersGoldPerMinute;
private readonly int _townHallGoldCapacity;
private readonly int _townHallWoodCapacity;
private readonly int _townHallOreCapacity;
private readonly int _townHallFoodCapacity;
private readonly int _productionBuildingResourceCapacity;
private readonly int _unitFoodPerMinute;
public ResourceService(IConfiguration cfg, GameSettingsService settings)
{
var connectionString = cfg["MongoDB:ConnectionString"] ?? "mongodb://127.0.0.1:27017";
var databaseName = cfg["MongoDB:DatabaseName"] ?? "territory-autobattler";
var client = new MongoClient(connectionString);
var database = client.GetDatabase(databaseName);
_resources = database.GetCollection<PlayerResources>("PlayerResources");
_locations = database.GetCollection<Location>("Locations");
_training = database.GetCollection<UnitTraining>("UnitTraining");
_units = database.GetCollection<UnitInstance>("Units");
_settings = settings;
_startingGold = int.TryParse(cfg["Resources:StartingGold"], out var startingGold) ? Math.Max(0, startingGold) : 100;
_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;
_townHallFoodCapacity = int.TryParse(cfg["Resources:TownHallFoodCapacity"], out var foodCapacity)
? Math.Max(0, foodCapacity)
: 100;
_productionBuildingResourceCapacity = int.TryParse(cfg["Buildings:ProductionBuildingResourceCapacity"], out var productionBuildingResourceCapacity)
? Math.Max(0, productionBuildingResourceCapacity)
: 10;
_unitFoodPerMinute = int.TryParse(cfg["Units:UnitFoodPerMinute"], out var unitFoodPerMinute)
? Math.Max(0, unitFoodPerMinute)
: 1;
_resources.Indexes.CreateOne(new CreateIndexModel<PlayerResources>(
Builders<PlayerResources>.IndexKeys.Ascending(x => x.Username),
new CreateIndexOptions { Unique = true }));
}
public async Task<PlayerResources> EnsureAsync(string username)
{
var now = DateTime.UtcNow;
var startingGold = await _settings.GetNonNegativeIntAsync(GameSettingsService.StartingGold, _startingGold);
var goldPerMinute = await _settings.GetNonNegativeIntAsync(GameSettingsService.HeadquartersGoldPerMinute, _headquartersGoldPerMinute);
var goldCapacity = await _settings.GetNonNegativeIntAsync(GameSettingsService.TownHallGoldCapacity, _townHallGoldCapacity);
var woodCapacity = await _settings.GetNonNegativeIntAsync(GameSettingsService.TownHallWoodCapacity, _townHallWoodCapacity);
var oreCapacity = await _settings.GetNonNegativeIntAsync(GameSettingsService.TownHallOreCapacity, _townHallOreCapacity);
var foodCapacity = await _settings.GetNonNegativeIntAsync(GameSettingsService.TownHallFoodCapacity, _townHallFoodCapacity);
var update = Builders<PlayerResources>.Update
.SetOnInsert(x => x.Username, username)
.SetOnInsert(x => x.Gold, Math.Min(startingGold, goldCapacity))
.SetOnInsert(x => x.Wood, 0)
.SetOnInsert(x => x.Ore, 0)
.SetOnInsert(x => x.Food, 0)
.SetOnInsert(x => x.CreatedAtUtc, now)
.SetOnInsert(x => x.LastGoldGeneratedAtUtc, now)
.SetOnInsert(x => x.LastWoodGeneratedAtUtc, now)
.SetOnInsert(x => x.LastOreGeneratedAtUtc, now)
.SetOnInsert(x => x.LastFoodGeneratedAtUtc, now)
.Set(x => x.GoldPerMinute, goldPerMinute)
.Set(x => x.GoldCapacity, goldCapacity)
.Set(x => x.WoodCapacity, woodCapacity)
.Set(x => x.OreCapacity, oreCapacity)
.Set(x => x.FoodCapacity, foodCapacity)
.Set(x => x.UpdatedAtUtc, now);
var resources = await _resources.FindOneAndUpdateAsync(
x => x.Username == username,
update,
new FindOneAndUpdateOptions<PlayerResources>
{
IsUpsert = true,
ReturnDocument = ReturnDocument.After
});
return await ApplyResourceGenerationAsync(resources);
}
public async Task<PlayerResources> GetAsync(string username)
{
var resources = await EnsureAsync(username);
resources = await ApplyFoodTickAsync(resources);
return await ApplyProductionBuildingDeliveryAsync(resources, includeFood: false);
}
public async Task<bool> TrySpendGoldAsync(string username, int amount)
{
if (amount <= 0)
{
return true;
}
await EnsureAsync(username);
var update = Builders<PlayerResources>.Update
.Inc(x => x.Gold, -amount)
.Set(x => x.UpdatedAtUtc, DateTime.UtcNow);
var updated = await _resources.FindOneAndUpdateAsync(
x => x.Username == username && x.Gold >= amount,
update,
new FindOneAndUpdateOptions<PlayerResources>
{
ReturnDocument = ReturnDocument.After
});
return updated is not null;
}
public async Task<bool> TrySpendResourcesAsync(string username, int gold, int wood, int ore)
{
gold = Math.Max(0, gold);
wood = Math.Max(0, wood);
ore = Math.Max(0, ore);
if (gold == 0 && wood == 0 && ore == 0)
{
return true;
}
await EnsureAsync(username);
var update = Builders<PlayerResources>.Update
.Inc(x => x.Gold, -gold)
.Inc(x => x.Wood, -wood)
.Inc(x => x.Ore, -ore)
.Set(x => x.UpdatedAtUtc, DateTime.UtcNow);
var updated = await _resources.FindOneAndUpdateAsync(
x => x.Username == username && x.Gold >= gold && x.Wood >= wood && x.Ore >= ore,
update,
new FindOneAndUpdateOptions<PlayerResources>
{
ReturnDocument = ReturnDocument.After
});
return updated is not null;
}
public async Task AddWoodGenerationAsync(string username, int woodPerMinute)
{
if (woodPerMinute <= 0)
{
return;
}
var resources = await EnsureAsync(username);
var now = DateTime.UtcNow;
var update = Builders<PlayerResources>.Update
.Inc(x => x.WoodPerMinute, woodPerMinute)
.Set(x => x.UpdatedAtUtc, now);
if (resources.WoodPerMinute <= 0 || resources.LastWoodGeneratedAtUtc.Year < 2000)
{
update = update.Set(x => x.LastWoodGeneratedAtUtc, now);
}
await _resources.UpdateOneAsync(x => x.Username == username, update);
}
public async Task AddOreGenerationAsync(string username, int orePerMinute)
{
if (orePerMinute <= 0)
{
return;
}
var resources = await EnsureAsync(username);
var now = DateTime.UtcNow;
var update = Builders<PlayerResources>.Update
.Inc(x => x.OrePerMinute, orePerMinute)
.Set(x => x.UpdatedAtUtc, now);
if (resources.OrePerMinute <= 0 || resources.LastOreGeneratedAtUtc.Year < 2000)
{
update = update.Set(x => x.LastOreGeneratedAtUtc, now);
}
await _resources.UpdateOneAsync(x => x.Username == username, update);
}
public async Task AddFoodGenerationAsync(string username, int foodPerMinute)
{
if (foodPerMinute <= 0)
{
return;
}
var resources = await EnsureAsync(username);
var now = DateTime.UtcNow;
var update = Builders<PlayerResources>.Update
.Inc(x => x.FoodPerMinute, foodPerMinute)
.Set(x => x.UpdatedAtUtc, now);
if (resources.FoodPerMinute <= 0 || resources.LastFoodGeneratedAtUtc.Year < 2000)
{
update = update.Set(x => x.LastFoodGeneratedAtUtc, now);
}
await _resources.UpdateOneAsync(x => x.Username == username, update);
}
public async Task SetBuildingGenerationAsync(string username, int woodPerMinute, int orePerMinute, int foodPerMinute)
{
await EnsureAsync(username);
var now = DateTime.UtcNow;
var update = Builders<PlayerResources>.Update
.Set(x => x.WoodPerMinute, Math.Max(0, woodPerMinute))
.Set(x => x.OrePerMinute, Math.Max(0, orePerMinute))
.Set(x => x.FoodPerMinute, Math.Max(0, foodPerMinute))
.Set(x => x.UpdatedAtUtc, now);
if (woodPerMinute > 0)
{
update = update.Set(x => x.LastWoodGeneratedAtUtc, now);
}
if (orePerMinute > 0)
{
update = update.Set(x => x.LastOreGeneratedAtUtc, now);
}
if (foodPerMinute > 0)
{
update = update.Set(x => x.LastFoodGeneratedAtUtc, now);
}
await _resources.UpdateOneAsync(x => x.Username == username, update);
}
private async Task<PlayerResources> ApplyResourceGenerationAsync(PlayerResources resources)
{
var now = DateTime.UtcNow;
var goldPerMinute = await _settings.GetNonNegativeIntAsync(GameSettingsService.HeadquartersGoldPerMinute, _headquartersGoldPerMinute);
var goldCapacity = await _settings.GetNonNegativeIntAsync(GameSettingsService.TownHallGoldCapacity, _townHallGoldCapacity);
var woodCapacity = await _settings.GetNonNegativeIntAsync(GameSettingsService.TownHallWoodCapacity, _townHallWoodCapacity);
var oreCapacity = await _settings.GetNonNegativeIntAsync(GameSettingsService.TownHallOreCapacity, _townHallOreCapacity);
var foodCapacity = await _settings.GetNonNegativeIntAsync(GameSettingsService.TownHallFoodCapacity, _townHallFoodCapacity);
var goldElapsedMinutes = goldPerMinute <= 0
? 0
: (int)Math.Floor((now - resources.LastGoldGeneratedAtUtc).TotalMinutes);
var cappedGold = Math.Min(resources.Gold, goldCapacity);
var cappedWood = Math.Min(resources.Wood, woodCapacity);
var cappedOre = Math.Min(resources.Ore, oreCapacity);
var cappedFood = Math.Min(resources.Food, foodCapacity);
var isOverCapacity = resources.Gold != cappedGold || resources.Wood != cappedWood || resources.Ore != cappedOre || resources.Food != cappedFood;
if (goldElapsedMinutes <= 0 && !isOverCapacity)
{
return resources;
}
var update = Builders<PlayerResources>.Update
.Set(x => x.GoldPerMinute, goldPerMinute)
.Set(x => x.GoldCapacity, goldCapacity)
.Set(x => x.WoodCapacity, woodCapacity)
.Set(x => x.OreCapacity, oreCapacity)
.Set(x => x.FoodCapacity, foodCapacity)
.Set(x => x.UpdatedAtUtc, now);
if (isOverCapacity)
{
update = update
.Set(x => x.Gold, cappedGold)
.Set(x => x.Wood, cappedWood)
.Set(x => x.Ore, cappedOre)
.Set(x => x.Food, cappedFood);
}
if (goldElapsedMinutes > 0)
{
var generatedGold = Math.Min(goldCapacity, cappedGold + (goldElapsedMinutes * goldPerMinute));
update = update
.Set(x => x.Gold, generatedGold)
.Set(x => x.LastGoldGeneratedAtUtc, resources.LastGoldGeneratedAtUtc.AddMinutes(goldElapsedMinutes));
}
return await _resources.FindOneAndUpdateAsync(
x => x.Username == resources.Username,
update,
new FindOneAndUpdateOptions<PlayerResources>
{
ReturnDocument = ReturnDocument.After
});
}
private async Task<PlayerResources> ApplyProductionBuildingDeliveryAsync(PlayerResources resources, bool includeFood = true)
{
var now = DateTime.UtcNow;
await CompletePendingWorkerAssignmentsAsync(resources.Username, now);
var woodCapacity = await _settings.GetNonNegativeIntAsync(GameSettingsService.TownHallWoodCapacity, _townHallWoodCapacity);
var oreCapacity = await _settings.GetNonNegativeIntAsync(GameSettingsService.TownHallOreCapacity, _townHallOreCapacity);
var foodCapacity = await _settings.GetNonNegativeIntAsync(GameSettingsService.TownHallFoodCapacity, _townHallFoodCapacity);
var buildingCapacity = await _settings.GetNonNegativeIntAsync(GameSettingsService.ProductionBuildingResourceCapacity, _productionBuildingResourceCapacity);
var logCampWoodPerMinute = await _settings.GetNonNegativeIntAsync(GameSettingsService.LogCampWoodPerMinute, 5);
var mineOrePerMinute = await _settings.GetNonNegativeIntAsync(GameSettingsService.MineOrePerMinute, 5);
var farmFoodPerMinute = includeFood
? await _settings.GetNonNegativeIntAsync(GameSettingsService.FarmFoodPerMinute, 5)
: 0;
var buildings = await _locations.Find(x =>
x.OwnerUsername == resources.Username &&
!string.IsNullOrWhiteSpace(x.WorkerUnitId) &&
(x.BuildingStatus == "Built" || x.BuildingStatus == null || x.BuildingStatus == "") &&
(x.BuildingType == "LogCamp" || x.BuildingType == "Mine" || (includeFood && x.BuildingType == "Farm")))
.ToListAsync();
var wood = Math.Min(resources.Wood, woodCapacity);
var ore = Math.Min(resources.Ore, oreCapacity);
var food = Math.Min(resources.Food, foodCapacity);
foreach (var building in buildings)
{
var rate = building.BuildingType switch
{
"LogCamp" => logCampWoodPerMinute,
"Mine" => mineOrePerMinute,
"Farm" => farmFoodPerMinute,
_ => 0
};
var lastGenerated = building.LastResourceGeneratedAtUtc ?? building.BuildingBuiltAtUtc ?? now;
var elapsedMinutes = rate <= 0 ? 0 : (int)Math.Floor((now - lastGenerated).TotalMinutes);
var stored = Math.Min(buildingCapacity, Math.Max(0, building.StoredResourceAmount) + (elapsedMinutes * rate));
var delivered = 0;
if (building.BuildingType == "LogCamp")
{
delivered = Math.Min(stored, Math.Max(0, woodCapacity - wood));
wood += delivered;
}
else if (building.BuildingType == "Mine")
{
delivered = Math.Min(stored, Math.Max(0, oreCapacity - ore));
ore += delivered;
}
else if (building.BuildingType == "Farm")
{
delivered = Math.Min(stored, Math.Max(0, foodCapacity - food));
food += delivered;
}
var update = Builders<Location>.Update
.Set(x => x.StoredResourceAmount, stored - delivered)
.Set(x => x.StoredResourceCapacity, buildingCapacity)
.Set(x => x.UpdatedAtUtc, now);
if (elapsedMinutes > 0 || building.LastResourceGeneratedAtUtc is null)
{
update = update.Set(x => x.LastResourceGeneratedAtUtc, lastGenerated.AddMinutes(elapsedMinutes));
}
await _locations.UpdateOneAsync(x => x.Id == building.Id, update);
}
return await _resources.FindOneAndUpdateAsync(
x => x.Username == resources.Username,
Builders<PlayerResources>.Update
.Set(x => x.Wood, wood)
.Set(x => x.Ore, ore)
.Set(x => x.Food, food)
.Set(x => x.WoodCapacity, woodCapacity)
.Set(x => x.OreCapacity, oreCapacity)
.Set(x => x.FoodCapacity, foodCapacity)
.Set(x => x.UpdatedAtUtc, now),
new FindOneAndUpdateOptions<PlayerResources>
{
ReturnDocument = ReturnDocument.After
});
}
private async Task<PlayerResources> ApplyFoodTickAsync(PlayerResources resources)
{
var now = DateTime.UtcNow;
var unitFoodPerMinute = await _settings.GetNonNegativeIntAsync(GameSettingsService.UnitFoodPerMinute, _unitFoodPerMinute);
var foodProductionPerMinute = await CalculateFoodProductionPerMinuteAsync(resources.Username);
var units = await GetFoodConsumingUnitsAsync(resources.Username);
var upkeepPerMinute = units.Count * unitFoodPerMinute;
var netFoodPerMinute = foodProductionPerMinute - upkeepPerMinute;
var elapsedMinutes = resources.LastFoodGeneratedAtUtc.Year < 2000
? 0
: (int)Math.Floor((now - resources.LastFoodGeneratedAtUtc).TotalMinutes);
var foodCapacity = await _settings.GetNonNegativeIntAsync(GameSettingsService.TownHallFoodCapacity, _townHallFoodCapacity);
var food = Math.Min(resources.Food, foodCapacity);
var removedUnits = new List<FoodConsumingUnit>();
for (var minute = 0; minute < elapsedMinutes; minute++)
{
if (foodProductionPerMinute > 0)
{
food = Math.Min(foodCapacity, food + foodProductionPerMinute);
}
var neededFood = units.Count * unitFoodPerMinute;
if (neededFood <= 0)
{
continue;
}
if (food >= neededFood)
{
food -= neededFood;
continue;
}
var shortage = neededFood - food;
food = 0;
var unitsToRemove = Math.Min(shortage, units.Count);
for (var i = 0; i < unitsToRemove; i++)
{
var index = Random.Shared.Next(units.Count);
removedUnits.Add(units[index]);
units.RemoveAt(index);
}
}
netFoodPerMinute = foodProductionPerMinute - (units.Count * unitFoodPerMinute);
if (elapsedMinutes <= 0 && removedUnits.Count == 0 && resources.Food == food && resources.FoodPerMinute == netFoodPerMinute && resources.FoodCapacity == foodCapacity)
{
return resources;
}
await RemoveStarvedUnitsAsync(resources.Username, removedUnits, now);
var update = Builders<PlayerResources>.Update
.Set(x => x.FoodPerMinute, netFoodPerMinute)
.Set(x => x.Food, food)
.Set(x => x.FoodCapacity, foodCapacity)
.Set(x => x.UpdatedAtUtc, now);
if (elapsedMinutes > 0)
{
update = update.Set(x => x.LastFoodGeneratedAtUtc, resources.LastFoodGeneratedAtUtc.AddMinutes(elapsedMinutes));
}
return await _resources.FindOneAndUpdateAsync(
x => x.Username == resources.Username,
update,
new FindOneAndUpdateOptions<PlayerResources>
{
ReturnDocument = ReturnDocument.After
});
}
private async Task<List<FoodConsumingUnit>> GetFoodConsumingUnitsAsync(string username)
{
var completedScouts = await _training.Find(x =>
x.Username == username &&
x.UnitType == ScoutUnitType &&
x.Status == "Completed")
.ToListAsync();
var persistedUnits = await _units.Find(x =>
x.Username == username &&
(x.UnitType == ScoutUnitType || x.UnitType == ArcherUnitType || x.UnitType == PeasantUnitType))
.ToListAsync();
var units = completedScouts
.Select(x => new FoodConsumingUnit(x.Id, x.UnitType, true))
.ToList();
units.AddRange(persistedUnits.Select(x => new FoodConsumingUnit(x.Id, x.UnitType, false)));
return units;
}
private async Task<int> CalculateFoodProductionPerMinuteAsync(string username)
{
var farmFoodPerMinute = await _settings.GetNonNegativeIntAsync(GameSettingsService.FarmFoodPerMinute, 5);
var farms = await _locations.CountDocumentsAsync(x =>
x.OwnerUsername == username &&
!string.IsNullOrWhiteSpace(x.WorkerUnitId) &&
(x.BuildingStatus == "Built" || x.BuildingStatus == null || x.BuildingStatus == "") &&
x.BuildingType == "Farm");
return checked((int)farms) * farmFoodPerMinute;
}
private async Task CompletePendingWorkerAssignmentsAsync(string username, DateTime now)
{
var movingWorkers = await _units.Find(x =>
x.Username == username &&
x.UnitType == "Peasant" &&
x.Status == "MovingToWork" &&
x.MovementCompletesAtUtc != null &&
x.MovementCompletesAtUtc <= now)
.ToListAsync();
foreach (var worker in movingWorkers)
{
if (worker.DestinationQ is null || worker.DestinationR is null)
{
await _units.UpdateOneAsync(
x => x.Id == worker.Id,
Builders<UnitInstance>.Update
.Set(x => x.Status, "Idle")
.Unset(x => x.MovementStartedAtUtc)
.Unset(x => x.MovementCompletesAtUtc)
.Set(x => x.UpdatedAtUtc, now));
continue;
}
var destinationQ = worker.DestinationQ.Value;
var destinationR = worker.DestinationR.Value;
if (HexDistance(worker.Q, worker.R, destinationQ, destinationR) > 1)
{
var nextStep = await NextPeasantStepTowardAsync(username, worker.Q, worker.R, destinationQ, destinationR);
if (nextStep is null)
{
await _units.UpdateOneAsync(
x => x.Id == worker.Id,
Builders<UnitInstance>.Update
.Set(x => x.Status, "Idle")
.Unset(x => x.DestinationQ)
.Unset(x => x.DestinationR)
.Unset(x => x.MovementStartedAtUtc)
.Unset(x => x.MovementCompletesAtUtc)
.Set(x => x.UpdatedAtUtc, now));
continue;
}
await _units.UpdateOneAsync(
x => x.Id == worker.Id,
Builders<UnitInstance>.Update
.Set(x => x.Q, nextStep.Value.q)
.Set(x => x.R, nextStep.Value.r)
.Set(x => x.MovementCompletesAtUtc, now.AddMinutes(1))
.Set(x => x.UpdatedAtUtc, now));
continue;
}
var location = await _locations.FindOneAndUpdateAsync(
x => x.OwnerUsername == username &&
x.Q == destinationQ &&
x.R == destinationR &&
(x.BuildingType == "LogCamp" || x.BuildingType == "Mine" || x.BuildingType == "Farm") &&
x.BuildingStatus != "Building" &&
(x.WorkerUnitId == null || x.WorkerUnitId == ""),
Builders<Location>.Update
.Set(x => x.WorkerUnitId, worker.Id)
.Set(x => x.WorkerUnitType, "Peasant")
.Set(x => x.LastResourceGeneratedAtUtc, now)
.Set(x => x.UpdatedAtUtc, now),
new FindOneAndUpdateOptions<Location> { ReturnDocument = ReturnDocument.After });
await _units.UpdateOneAsync(
x => x.Id == worker.Id,
Builders<UnitInstance>.Update
.Set(x => x.Q, destinationQ)
.Set(x => x.R, destinationR)
.Set(x => x.Status, location is null ? "Idle" : "Working")
.Set(x => x.LastMovementRefillAtUtc, now)
.Unset(x => x.DestinationQ)
.Unset(x => x.DestinationR)
.Unset(x => x.MovementStartedAtUtc)
.Unset(x => x.MovementCompletesAtUtc)
.Set(x => x.UpdatedAtUtc, now));
}
}
private async Task<(int q, int r)?> NextPeasantStepTowardAsync(string username, int fromQ, int fromR, int toQ, int toR)
{
var owned = await _locations.Find(x => x.OwnerUsername == username).ToListAsync();
var ownedCoordinates = owned.Select(x => (x.Q, x.R)).ToHashSet();
if (!ownedCoordinates.Contains((toQ, toR)))
{
return null;
}
var start = (fromQ, fromR);
var target = (toQ, toR);
var queue = new Queue<(int q, int r)>();
var previous = new Dictionary<(int q, int r), (int q, int r)>();
var visited = new HashSet<(int q, int r)> { start };
queue.Enqueue(start);
while (queue.Count > 0)
{
var current = queue.Dequeue();
if (current == target)
{
break;
}
foreach (var neighbor in NeighborCoordinates(current.q, current.r)
.OrderBy(x => HexDistance(x.q, x.r, toQ, toR))
.ThenBy(x => x.q)
.ThenBy(x => x.r))
{
if (!ownedCoordinates.Contains(neighbor) || !visited.Add(neighbor))
{
continue;
}
previous[neighbor] = current;
queue.Enqueue(neighbor);
}
}
if (!visited.Contains(target))
{
return null;
}
var step = target;
while (previous.TryGetValue(step, out var before) && before != start)
{
step = before;
}
return step == start ? target : step;
}
private static IEnumerable<(int q, int r)> NeighborCoordinates(int q, int r)
{
yield return (q + 1, r);
yield return (q + 1, r - 1);
yield return (q, r - 1);
yield return (q - 1, r);
yield return (q - 1, r + 1);
yield return (q, r + 1);
}
private static int HexDistance(int q1, int r1, int q2, int r2)
{
var s1 = -q1 - r1;
var s2 = -q2 - r2;
return Math.Max(Math.Max(Math.Abs(q1 - q2), Math.Abs(r1 - r2)), Math.Abs(s1 - s2));
}
private async Task RemoveStarvedUnitsAsync(string username, List<FoodConsumingUnit> units, DateTime now)
{
if (units.Count == 0)
{
return;
}
var scoutIds = units
.Where(x => x.IsTrainingRecord)
.Select(x => x.Id)
.ToList();
var instanceIds = units
.Where(x => !x.IsTrainingRecord)
.Select(x => x.Id)
.ToList();
if (scoutIds.Count > 0)
{
await _training.DeleteManyAsync(x =>
x.Username == username &&
x.UnitType == ScoutUnitType &&
scoutIds.Contains(x.Id));
}
if (instanceIds.Count > 0)
{
await _locations.UpdateManyAsync(
x => x.OwnerUsername == username && x.WorkerUnitId != null && instanceIds.Contains(x.WorkerUnitId),
Builders<Location>.Update
.Unset(x => x.WorkerUnitId)
.Unset(x => x.WorkerUnitType)
.Set(x => x.UpdatedAtUtc, now));
await _units.DeleteManyAsync(x =>
x.Username == username &&
instanceIds.Contains(x.Id));
}
}
private sealed record FoodConsumingUnit(string Id, string UnitType, bool IsTrainingRecord);
}