# Navigate to your project directory
cd D:\shadowed-realms-mobile\ShadowedRealmsMobile # Check current status git status # Add all the new and modified files git add . # Or add specific files if you prefer: # git add src/server/ShadowedRealms.API/Services/CombatCalculationEngine.cs # git add src/server/ShadowedRealms.API/Services/CombatService.cs # git add src/server/ShadowedRealms.API/appsettings.json # Commit with descriptive message git commit -m "feat: Integrate CombatCalculationEngine with complete statistical combat system - Add CombatCalculationEngine.cs with configurable combat balance - Update CombatService.cs to use CombatCalculationEngine for battle resolution - Preserve all existing systems: field interception, march mechanics, dragon integration - Add rally system support (Standard 6-person + Mega unlimited) - Implement hospital cascade system (Personal → Alliance → Sanctum → Death) - Add tier-based casualty priority (higher tiers die last) - Include VIP 10 and Subscription bonuses for hospital capacity - Add combat configuration to appsettings.json with T1-T15 tier multipliers - Maintain anti-pay-to-win balance with skill-based alternatives - Ready for dependency injection and testing
This commit is contained in:
parent
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@ -1,6 +1,7 @@
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using Microsoft.AspNetCore.Authentication.JwtBearer;
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using Microsoft.EntityFrameworkCore;
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using Microsoft.IdentityModel.Tokens;
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using ShadowedRealms.API.Services;
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using ShadowedRealms.Data.Contexts;
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using System.Text;
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@ -83,6 +84,8 @@ var redisConnection = builder.Configuration.GetConnectionString("Redis")
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// API SERVICES
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// ===============================
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// Combat Calculation Engine Registration
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builder.Services.AddScoped<CombatCalculationEngine>();
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builder.Services.AddControllers();
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builder.Services.AddEndpointsApiExplorer();
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builder.Services.AddSwaggerGen(options =>
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@ -0,0 +1,871 @@
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/*
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* File: D:\shadowed-realms-mobile\ShadowedRealmsMobile\src\server\ShadowedRealms.API\Services\CombatCalculationEngine.cs
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* Created: 2025-10-30
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* Last Modified: 2025-10-30
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* Description: Complete statistical combat calculation engine for Attack/Defense/Health system with configurable balance, rally mechanics, hospital cascade, and troop tier priority
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* Last Edit Notes: Full implementation of combat calculation engine with all discussed features including Standard/Mega rallies, hospital cascade system, and configurable combat balance
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*/
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using ShadowedRealms.Core.Models;
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using ShadowedRealms.Shared.DTOs.Combat;
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using Microsoft.Extensions.Configuration;
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using Microsoft.Extensions.Logging;
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namespace ShadowedRealms.API.Services
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{
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/// <summary>
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/// Complete combat calculation engine handling all statistical combat mechanics
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/// </summary>
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public class CombatCalculationEngine
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{
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private readonly IConfiguration _configuration;
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private readonly ILogger<CombatCalculationEngine> _logger;
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private readonly Random _random;
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public CombatCalculationEngine(
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IConfiguration configuration,
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ILogger<CombatCalculationEngine> logger)
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{
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_configuration = configuration;
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_logger = logger;
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_random = new Random();
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}
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#region Combat Balance Configuration
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/// <summary>
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/// Gets configurable combat balance settings
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/// </summary>
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private CombatBalanceConfig GetCombatBalance()
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{
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return new CombatBalanceConfig
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{
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// RNG and Variance Settings
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RngVariancePercentage = _configuration.GetValue<decimal>("Combat:RngVariancePercentage", 0.15m),
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CriticalEventChance = _configuration.GetValue<decimal>("Combat:CriticalEventChance", 0.02m),
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DragonSkillActivationChance = _configuration.GetValue<decimal>("Combat:DragonSkillActivationChance", 0.15m),
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// Hospital System Settings
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BaseWoundedPercentage = _configuration.GetValue<decimal>("Combat:Hospital:BaseWoundedPercentage", 0.70m),
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BaseKilledPercentage = _configuration.GetValue<decimal>("Combat:Hospital:BaseKilledPercentage", 0.30m),
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SanctumBasePercentage = _configuration.GetValue<decimal>("Combat:Hospital:SanctumBasePercentage", 0.70m),
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SanctumVipBonus = _configuration.GetValue<decimal>("Combat:Hospital:SanctumVipBonus", 0.10m),
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SanctumSubscriptionBonus = _configuration.GetValue<decimal>("Combat:Hospital:SanctumSubscriptionBonus", 0.10m),
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SanctumCapacityMultiplier = _configuration.GetValue<decimal>("Combat:Hospital:SanctumCapacityMultiplier", 4.0m),
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// Troop Tier Multipliers (configurable scaling)
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TroopTierMultipliers = GetTroopTierMultipliers(),
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// Base Troop Stats (configurable by type)
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BaseTroopStats = GetBaseTroopStats(),
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// Field Interception Bonuses
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FieldInterceptionDefenseBonus = _configuration.GetValue<decimal>("Combat:FieldInterception:DefenseBonus", 0.15m),
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FieldInterceptionAttackBonus = _configuration.GetValue<decimal>("Combat:FieldInterception:AttackBonus", 0.05m),
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FieldInterceptionAttackerPenalty = _configuration.GetValue<decimal>("Combat:FieldInterception:AttackerPenalty", 0.05m)
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};
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}
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/// <summary>
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/// Gets configurable troop tier multipliers
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/// </summary>
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private Dictionary<int, decimal> GetTroopTierMultipliers()
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{
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var multipliers = new Dictionary<int, decimal>();
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for (int tier = 1; tier <= 15; tier++) // Support up to T15 for future expansion
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{
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var configKey = $"Combat:TroopTiers:T{tier}Multiplier";
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var defaultValue = (decimal)Math.Pow(1.5, tier - 1); // Exponential scaling as default
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multipliers[tier] = _configuration.GetValue<decimal>(configKey, defaultValue);
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}
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return multipliers;
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}
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/// <summary>
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/// Gets configurable base troop stats by type
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/// </summary>
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private Dictionary<string, TroopBaseStats> GetBaseTroopStats()
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{
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return new Dictionary<string, TroopBaseStats>
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{
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["Infantry"] = new TroopBaseStats
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{
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BaseAttack = _configuration.GetValue<decimal>("Combat:TroopStats:Infantry:BaseAttack", 100m),
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BaseDefense = _configuration.GetValue<decimal>("Combat:TroopStats:Infantry:BaseDefense", 120m),
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BaseHealth = _configuration.GetValue<decimal>("Combat:TroopStats:Infantry:BaseHealth", 150m)
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},
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["Cavalry"] = new TroopBaseStats
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{
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BaseAttack = _configuration.GetValue<decimal>("Combat:TroopStats:Cavalry:BaseAttack", 130m),
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BaseDefense = _configuration.GetValue<decimal>("Combat:TroopStats:Cavalry:BaseDefense", 100m),
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BaseHealth = _configuration.GetValue<decimal>("Combat:TroopStats:Cavalry:BaseHealth", 140m)
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},
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["Bowmen"] = new TroopBaseStats
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{
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BaseAttack = _configuration.GetValue<decimal>("Combat:TroopStats:Bowmen:BaseAttack", 140m),
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BaseDefense = _configuration.GetValue<decimal>("Combat:TroopStats:Bowmen:BaseDefense", 90m),
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BaseHealth = _configuration.GetValue<decimal>("Combat:TroopStats:Bowmen:BaseHealth", 120m)
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},
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["Siege"] = new TroopBaseStats
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{
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BaseAttack = _configuration.GetValue<decimal>("Combat:TroopStats:Siege:BaseAttack", 200m),
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BaseDefense = _configuration.GetValue<decimal>("Combat:TroopStats:Siege:BaseDefense", 80m),
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BaseHealth = _configuration.GetValue<decimal>("Combat:TroopStats:Siege:BaseHealth", 100m)
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}
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};
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}
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#endregion
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#region Main Combat Calculation Methods
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/// <summary>
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/// Calculates complete battle statistics for players
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/// </summary>
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public Dictionary<string, object> CalculateBattleStats(
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int attackerId,
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int defenderId,
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Dictionary<string, Dictionary<string, int>> attackerTroops,
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Dictionary<string, Dictionary<string, int>> defenderTroops,
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Dictionary<string, decimal> attackerBonuses,
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Dictionary<string, decimal> defenderBonuses,
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bool isFieldInterception = false,
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bool isMegaRally = false,
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Dictionary<string, decimal>? rallyLeaderBonuses = null)
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{
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try
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{
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var balance = GetCombatBalance();
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// Calculate effective stats for each side
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var attackerStats = CalculateEffectiveStats(
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attackerTroops,
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isMegaRally ? rallyLeaderBonuses ?? attackerBonuses : attackerBonuses,
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balance);
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var defenderStats = CalculateEffectiveStats(
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defenderTroops,
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defenderBonuses,
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balance);
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// Apply field interception modifiers
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if (isFieldInterception)
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{
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ApplyFieldInterceptionModifiers(attackerStats, defenderStats, balance);
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}
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// Calculate power scores
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var attackerPower = CalculateTotalPowerScore(attackerStats, attackerTroops);
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var defenderPower = CalculateTotalPowerScore(defenderStats, defenderTroops);
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// Calculate win probability
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var winProbability = CalculateWinProbability(attackerPower, defenderPower);
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return new Dictionary<string, object>
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{
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["AttackerStats"] = attackerStats,
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["DefenderStats"] = defenderStats,
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["AttackerPower"] = attackerPower,
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["DefenderPower"] = defenderPower,
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["AttackerWinProbability"] = winProbability,
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["DefenderWinProbability"] = 1.0m - winProbability,
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["IsFieldInterception"] = isFieldInterception,
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["IsMegaRally"] = isMegaRally,
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["CalculationTime"] = DateTime.UtcNow
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};
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}
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catch (Exception ex)
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{
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_logger.LogError(ex, "Failed to calculate battle stats for attacker {AttackerId} vs defender {DefenderId}",
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attackerId, defenderId);
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throw;
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}
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}
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/// <summary>
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/// Executes complete statistical combat resolution
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/// </summary>
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public Dictionary<string, object> ExecuteStatisticalCombat(
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Dictionary<string, object> battleStats,
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Dictionary<string, Dictionary<string, int>> attackerTroops,
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Dictionary<string, Dictionary<string, int>> defenderTroops,
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bool hasDragon = false,
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List<string>? dragonSkills = null)
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{
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try
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{
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var balance = GetCombatBalance();
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var attackerWinProbability = (decimal)battleStats["AttackerWinProbability"];
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// Apply RNG variance
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var rngModifier = ApplyRngVariance(balance.RngVariancePercentage);
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var adjustedWinProbability = Math.Max(0.05m, Math.Min(0.95m, attackerWinProbability + rngModifier));
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// Determine battle outcome
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var attackerWins = _random.NextDecimal() < adjustedWinProbability;
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// Check for critical events
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var criticalEvent = CheckForCriticalEvents(balance.CriticalEventChance);
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var dragonSkillActivated = hasDragon ? CheckForDragonSkillActivation(balance.DragonSkillActivationChance, dragonSkills) : null;
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// Calculate casualties with tier priority
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var casualties = CalculateBattleCasualtiesWithTierPriority(
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attackerTroops,
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defenderTroops,
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attackerWins,
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adjustedWinProbability,
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criticalEvent,
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dragonSkillActivated,
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balance);
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return new Dictionary<string, object>
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{
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["AttackerWins"] = attackerWins,
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["AttackerCasualties"] = casualties["AttackerCasualties"],
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["DefenderCasualties"] = casualties["DefenderCasualties"],
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["CriticalEvent"] = criticalEvent,
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["DragonSkillActivated"] = dragonSkillActivated,
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["ActualWinProbability"] = adjustedWinProbability,
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["RngModifier"] = rngModifier,
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["BattleDuration"] = TimeSpan.FromMinutes(3), // Fast-paced combat
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["BattleTime"] = DateTime.UtcNow
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};
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}
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catch (Exception ex)
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{
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_logger.LogError(ex, "Failed to execute statistical combat");
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throw;
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}
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}
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/// <summary>
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/// Calculates battle casualties with hospital cascade system
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/// </summary>
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public Dictionary<string, object> CalculateBattleCasualties(
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Dictionary<string, object> combatResult,
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Dictionary<string, Dictionary<string, int>> attackerTroops,
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Dictionary<string, Dictionary<string, int>> defenderTroops,
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int attackerHospitalCapacity,
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int defenderHospitalCapacity,
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int attackerAllianceHospitalCapacity,
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int defenderAllianceHospitalCapacity,
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bool attackerHasVip10 = false,
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bool defenderHasVip10 = false,
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bool attackerHasSubscription = false,
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bool defenderHasSubscription = false)
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{
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try
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{
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var balance = GetCombatBalance();
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var attackerCasualties = (Dictionary<string, Dictionary<string, int>>)combatResult["AttackerCasualties"];
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var defenderCasualties = (Dictionary<string, Dictionary<string, int>>)combatResult["DefenderCasualties"];
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// Process hospital cascade for attacker
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var attackerHospitalResult = ProcessHospitalCascade(
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attackerCasualties,
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attackerHospitalCapacity,
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attackerAllianceHospitalCapacity,
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attackerHasVip10,
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attackerHasSubscription,
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balance);
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// Process hospital cascade for defender
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var defenderHospitalResult = ProcessHospitalCascade(
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defenderCasualties,
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defenderHospitalCapacity,
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defenderAllianceHospitalCapacity,
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defenderHasVip10,
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defenderHasSubscription,
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balance);
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return new Dictionary<string, object>
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{
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["AttackerHospitalResult"] = attackerHospitalResult,
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["DefenderHospitalResult"] = defenderHospitalResult,
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["TotalAttackerLosses"] = attackerHospitalResult["TotalKilled"],
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["TotalDefenderLosses"] = defenderHospitalResult["TotalKilled"],
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["HospitalProcessingTime"] = DateTime.UtcNow
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};
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}
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catch (Exception ex)
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{
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_logger.LogError(ex, "Failed to calculate battle casualties with hospital cascade");
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throw;
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}
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}
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#endregion
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#region Rally System Implementation
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/// <summary>
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/// Processes Standard Rally (6 participants max, each uses own stats)
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/// </summary>
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public Dictionary<string, object> ProcessStandardRally(
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int rallyLeaderId,
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List<int> participantIds,
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Dictionary<int, Dictionary<string, Dictionary<string, int>>> participantTroops,
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Dictionary<int, Dictionary<string, decimal>> participantBonuses,
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int targetId,
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Dictionary<string, Dictionary<string, int>> defenderTroops,
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Dictionary<string, decimal> defenderBonuses)
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{
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try
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{
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if (participantIds.Count > 6)
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{
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throw new InvalidOperationException("Standard rally limited to 6 participants maximum");
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}
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var rallyResults = new List<Dictionary<string, object>>();
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// Each participant fights individually but results are combined
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foreach (var participantId in participantIds)
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{
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var battleStats = CalculateBattleStats(
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participantId,
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targetId,
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participantTroops[participantId],
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defenderTroops,
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participantBonuses[participantId],
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defenderBonuses);
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var combatResult = ExecuteStatisticalCombat(
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battleStats,
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participantTroops[participantId],
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defenderTroops,
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false); // Individual dragon handling
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rallyResults.Add(new Dictionary<string, object>
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{
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["ParticipantId"] = participantId,
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["BattleStats"] = battleStats,
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["CombatResult"] = combatResult
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});
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}
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return new Dictionary<string, object>
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{
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["RallyType"] = "Standard",
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["RallyLeaderId"] = rallyLeaderId,
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["ParticipantCount"] = participantIds.Count,
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["IndividualResults"] = rallyResults,
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["CombinedOutcome"] = CombineRallyResults(rallyResults),
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["RallyTime"] = DateTime.UtcNow
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};
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}
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catch (Exception ex)
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{
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_logger.LogError(ex, "Failed to process standard rally led by {RallyLeaderId}", rallyLeaderId);
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throw;
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}
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}
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/// <summary>
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/// Processes Mega Rally (unlimited participants, leader stats apply to all)
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/// </summary>
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public Dictionary<string, object> ProcessMegaRally(
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int rallyLeaderId,
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List<int> participantIds,
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Dictionary<int, Dictionary<string, Dictionary<string, int>>> participantTroops,
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Dictionary<string, decimal> rallyLeaderBonuses,
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List<Dictionary<string, decimal>>? heroBonus,
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int rallyCapacity,
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int targetId,
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Dictionary<string, Dictionary<string, int>> defenderTroops,
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Dictionary<string, decimal> defenderBonuses)
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{
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try
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{
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// Calculate total troop count
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var totalTroops = CombineAllParticipantTroops(participantTroops);
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var totalTroopCount = totalTroops.Values.SelectMany(tier => tier.Values).Sum();
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|
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if (totalTroopCount > rallyCapacity)
|
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{
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throw new InvalidOperationException($"Mega rally exceeds capacity: {totalTroopCount} > {rallyCapacity}");
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}
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// Apply hero bonuses to leader stats
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var enhancedLeaderBonuses = ApplyHeroBonusesToLeaderStats(rallyLeaderBonuses, heroBonus);
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// Calculate battle using leader's enhanced stats for all troops
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var battleStats = CalculateBattleStats(
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rallyLeaderId,
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targetId,
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totalTroops,
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defenderTroops,
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enhancedLeaderBonuses,
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defenderBonuses,
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false,
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true, // isMegaRally
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enhancedLeaderBonuses);
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var combatResult = ExecuteStatisticalCombat(
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battleStats,
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totalTroops,
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defenderTroops,
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true, // Combined dragon effects
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ExtractAllDragonSkills(heroBonus));
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return new Dictionary<string, object>
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{
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["RallyType"] = "Mega",
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["RallyLeaderId"] = rallyLeaderId,
|
||||
["ParticipantCount"] = participantIds.Count,
|
||||
["TotalTroopCount"] = totalTroopCount,
|
||||
["RallyCapacity"] = rallyCapacity,
|
||||
["EnhancedLeaderStats"] = enhancedLeaderBonuses,
|
||||
["BattleStats"] = battleStats,
|
||||
["CombatResult"] = combatResult,
|
||||
["HeroBonusesApplied"] = heroBonus?.Count ?? 0,
|
||||
["RallyTime"] = DateTime.UtcNow
|
||||
};
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_logger.LogError(ex, "Failed to process mega rally led by {RallyLeaderId}", rallyLeaderId);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
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||||
|
||||
#region Private Helper Methods
|
||||
|
||||
/// <summary>
|
||||
/// Calculates effective combat stats for a player's army
|
||||
/// </summary>
|
||||
private Dictionary<string, decimal> CalculateEffectiveStats(
|
||||
Dictionary<string, Dictionary<string, int>> troops,
|
||||
Dictionary<string, decimal> playerBonuses,
|
||||
CombatBalanceConfig balance)
|
||||
{
|
||||
var stats = new Dictionary<string, decimal>
|
||||
{
|
||||
["TotalAttack"] = 0m,
|
||||
["TotalDefense"] = 0m,
|
||||
["TotalHealth"] = 0m
|
||||
};
|
||||
|
||||
foreach (var troopType in troops.Keys)
|
||||
{
|
||||
if (!balance.BaseTroopStats.ContainsKey(troopType)) continue;
|
||||
|
||||
var baseStats = balance.BaseTroopStats[troopType];
|
||||
|
||||
foreach (var tierEntry in troops[troopType])
|
||||
{
|
||||
if (!int.TryParse(tierEntry.Key.Replace("T", ""), out int tier)) continue;
|
||||
if (!balance.TroopTierMultipliers.ContainsKey(tier)) continue;
|
||||
|
||||
var count = tierEntry.Value;
|
||||
var tierMultiplier = balance.TroopTierMultipliers[tier];
|
||||
|
||||
// Apply bonuses from player (VIP, research, equipment, etc.)
|
||||
var attackBonus = playerBonuses.GetValueOrDefault($"{troopType}Attack", 0m) + playerBonuses.GetValueOrDefault("TroopAttack", 0m);
|
||||
var defenseBonus = playerBonuses.GetValueOrDefault($"{troopType}Defense", 0m) + playerBonuses.GetValueOrDefault("TroopDefense", 0m);
|
||||
var healthBonus = playerBonuses.GetValueOrDefault($"{troopType}Health", 0m) + playerBonuses.GetValueOrDefault("TroopHealth", 0m);
|
||||
|
||||
var effectiveAttack = baseStats.BaseAttack * tierMultiplier * (1 + attackBonus / 100m) * count;
|
||||
var effectiveDefense = baseStats.BaseDefense * tierMultiplier * (1 + defenseBonus / 100m) * count;
|
||||
var effectiveHealth = baseStats.BaseHealth * tierMultiplier * (1 + healthBonus / 100m) * count;
|
||||
|
||||
stats["TotalAttack"] += effectiveAttack;
|
||||
stats["TotalDefense"] += effectiveDefense;
|
||||
stats["TotalHealth"] += effectiveHealth;
|
||||
}
|
||||
}
|
||||
|
||||
return stats;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies field interception combat modifiers
|
||||
/// </summary>
|
||||
private void ApplyFieldInterceptionModifiers(
|
||||
Dictionary<string, decimal> attackerStats,
|
||||
Dictionary<string, decimal> defenderStats,
|
||||
CombatBalanceConfig balance)
|
||||
{
|
||||
// Defender advantages in field interception
|
||||
defenderStats["TotalDefense"] *= (1 + balance.FieldInterceptionDefenseBonus);
|
||||
defenderStats["TotalAttack"] *= (1 + balance.FieldInterceptionAttackBonus);
|
||||
|
||||
// Attacker penalties (march fatigue, positioning disadvantage)
|
||||
attackerStats["TotalAttack"] *= (1 - balance.FieldInterceptionAttackerPenalty);
|
||||
attackerStats["TotalHealth"] *= (1 - balance.FieldInterceptionAttackerPenalty);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates total power score from combat stats
|
||||
/// </summary>
|
||||
private decimal CalculateTotalPowerScore(Dictionary<string, decimal> stats, Dictionary<string, Dictionary<string, int>> troops)
|
||||
{
|
||||
// Weighted power calculation
|
||||
var attackWeight = 0.35m;
|
||||
var defenseWeight = 0.35m;
|
||||
var healthWeight = 0.30m;
|
||||
|
||||
return (stats["TotalAttack"] * attackWeight) +
|
||||
(stats["TotalDefense"] * defenseWeight) +
|
||||
(stats["TotalHealth"] * healthWeight);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates win probability based on power difference
|
||||
/// </summary>
|
||||
private decimal CalculateWinProbability(decimal attackerPower, decimal defenderPower)
|
||||
{
|
||||
if (attackerPower + defenderPower == 0) return 0.5m;
|
||||
|
||||
var powerRatio = attackerPower / (attackerPower + defenderPower);
|
||||
|
||||
// Apply sigmoid curve for more realistic probability distribution
|
||||
var adjustedRatio = (decimal)(1 / (1 + Math.Exp(-5 * ((double)powerRatio - 0.5))));
|
||||
|
||||
return Math.Max(0.05m, Math.Min(0.95m, adjustedRatio));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies RNG variance to combat calculations
|
||||
/// </summary>
|
||||
private decimal ApplyRngVariance(decimal variancePercentage)
|
||||
{
|
||||
var variance = (decimal)(_random.NextDouble() - 0.5) * 2 * variancePercentage;
|
||||
return variance;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks for critical combat events
|
||||
/// </summary>
|
||||
private Dictionary<string, object>? CheckForCriticalEvents(decimal criticalChance)
|
||||
{
|
||||
if (_random.NextDecimal() < criticalChance)
|
||||
{
|
||||
var events = new[] { "Tactical Breakthrough", "Perfect Formation", "Surprise Flanking", "Weather Advantage" };
|
||||
var selectedEvent = events[_random.Next(events.Length)];
|
||||
|
||||
return new Dictionary<string, object>
|
||||
{
|
||||
["EventType"] = selectedEvent,
|
||||
["Bonus"] = _random.Next(5, 15), // 5-15% bonus
|
||||
["Description"] = $"A {selectedEvent} provided tactical advantage in battle"
|
||||
};
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks for dragon skill activation
|
||||
/// </summary>
|
||||
private Dictionary<string, object>? CheckForDragonSkillActivation(decimal activationChance, List<string>? dragonSkills)
|
||||
{
|
||||
if (dragonSkills == null || dragonSkills.Count == 0) return null;
|
||||
|
||||
if (_random.NextDecimal() < activationChance)
|
||||
{
|
||||
var skill = dragonSkills[_random.Next(dragonSkills.Count)];
|
||||
var damage = _random.Next(1000, 10000); // Variable dragon skill damage
|
||||
|
||||
return new Dictionary<string, object>
|
||||
{
|
||||
["SkillName"] = skill,
|
||||
["Damage"] = damage,
|
||||
["Description"] = $"{skill} activated for {damage:N0} additional damage"
|
||||
};
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates casualties with tier priority (higher tiers die last)
|
||||
/// </summary>
|
||||
private Dictionary<string, object> CalculateBattleCasualtiesWithTierPriority(
|
||||
Dictionary<string, Dictionary<string, int>> attackerTroops,
|
||||
Dictionary<string, Dictionary<string, int>> defenderTroops,
|
||||
bool attackerWins,
|
||||
decimal winProbability,
|
||||
Dictionary<string, object>? criticalEvent,
|
||||
Dictionary<string, object>? dragonSkill,
|
||||
CombatBalanceConfig balance)
|
||||
{
|
||||
// Calculate base casualty rates
|
||||
var attackerCasualtyRate = attackerWins ?
|
||||
0.15m + (0.25m * (1 - winProbability)) : // Winner loses 15-40%
|
||||
0.60m + (0.30m * (1 - winProbability)); // Loser loses 60-90%
|
||||
|
||||
var defenderCasualtyRate = attackerWins ?
|
||||
0.70m + (0.25m * winProbability) : // Loser loses 70-95%
|
||||
0.10m + (0.20m * winProbability); // Winner loses 10-30%
|
||||
|
||||
// Apply modifiers
|
||||
if (criticalEvent != null)
|
||||
{
|
||||
var bonus = (int)criticalEvent["Bonus"];
|
||||
if (attackerWins)
|
||||
defenderCasualtyRate += bonus / 100m;
|
||||
else
|
||||
attackerCasualtyRate += bonus / 100m;
|
||||
}
|
||||
|
||||
if (dragonSkill != null)
|
||||
{
|
||||
// Dragon skills increase enemy casualties
|
||||
if (attackerWins)
|
||||
defenderCasualtyRate += 0.05m;
|
||||
else
|
||||
attackerCasualtyRate += 0.05m;
|
||||
}
|
||||
|
||||
// Calculate casualties with tier priority
|
||||
var attackerCasualties = CalculateTierPriorityCasualties(attackerTroops, attackerCasualtyRate);
|
||||
var defenderCasualties = CalculateTierPriorityCasualties(defenderTroops, defenderCasualtyRate);
|
||||
|
||||
return new Dictionary<string, object>
|
||||
{
|
||||
["AttackerCasualties"] = attackerCasualties,
|
||||
["DefenderCasualties"] = defenderCasualties,
|
||||
["AttackerCasualtyRate"] = attackerCasualtyRate,
|
||||
["DefenderCasualtyRate"] = defenderCasualtyRate
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates casualties with tier priority - lower tiers die first
|
||||
/// </summary>
|
||||
private Dictionary<string, Dictionary<string, int>> CalculateTierPriorityCasualties(
|
||||
Dictionary<string, Dictionary<string, int>> troops,
|
||||
decimal casualtyRate)
|
||||
{
|
||||
var casualties = new Dictionary<string, Dictionary<string, int>>();
|
||||
|
||||
foreach (var troopType in troops.Keys)
|
||||
{
|
||||
casualties[troopType] = new Dictionary<string, int>();
|
||||
var totalTroops = troops[troopType].Values.Sum();
|
||||
var totalCasualties = (int)(totalTroops * casualtyRate);
|
||||
|
||||
var remainingCasualties = totalCasualties;
|
||||
|
||||
// Sort tiers from lowest to highest (T1, T2, T3, etc.)
|
||||
var sortedTiers = troops[troopType].Keys
|
||||
.OrderBy(tier => int.Parse(tier.Replace("T", "")))
|
||||
.ToList();
|
||||
|
||||
foreach (var tier in sortedTiers)
|
||||
{
|
||||
if (remainingCasualties <= 0) break;
|
||||
|
||||
var availableTroops = troops[troopType][tier];
|
||||
var tierCasualties = Math.Min(remainingCasualties, availableTroops);
|
||||
|
||||
casualties[troopType][tier] = tierCasualties;
|
||||
remainingCasualties -= tierCasualties;
|
||||
}
|
||||
}
|
||||
|
||||
return casualties;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Processes hospital cascade system: Personal → Alliance → Sanctum → Death
|
||||
/// </summary>
|
||||
private Dictionary<string, object> ProcessHospitalCascade(
|
||||
Dictionary<string, Dictionary<string, int>> casualties,
|
||||
int personalHospitalCapacity,
|
||||
int allianceHospitalCapacity,
|
||||
bool hasVip10,
|
||||
bool hasSubscription,
|
||||
CombatBalanceConfig balance)
|
||||
{
|
||||
var totalCasualties = casualties.Values.SelectMany(tier => tier.Values).Sum();
|
||||
|
||||
// Calculate wounded vs killed (configurable split)
|
||||
var totalWounded = (int)(totalCasualties * balance.BaseWoundedPercentage);
|
||||
var immediatelyKilled = totalCasualties - totalWounded;
|
||||
|
||||
// Calculate Sanctum capacity and bonus
|
||||
var sanctumPercentage = balance.SanctumBasePercentage;
|
||||
if (hasVip10) sanctumPercentage += balance.SanctumVipBonus;
|
||||
if (hasSubscription) sanctumPercentage += balance.SanctumSubscriptionBonus;
|
||||
|
||||
var sanctumCapacity = (int)(personalHospitalCapacity * balance.SanctumCapacityMultiplier);
|
||||
if (hasVip10) sanctumCapacity += personalHospitalCapacity;
|
||||
if (hasSubscription) sanctumCapacity += personalHospitalCapacity;
|
||||
|
||||
// Process cascade
|
||||
var remainingWounded = totalWounded;
|
||||
var personalHospital = Math.Min(remainingWounded, personalHospitalCapacity);
|
||||
remainingWounded -= personalHospital;
|
||||
|
||||
var allianceHospital = Math.Min(remainingWounded, allianceHospitalCapacity);
|
||||
remainingWounded -= allianceHospital;
|
||||
|
||||
// Calculate Sanctum allocation (percentage of remaining wounded)
|
||||
var sanctumWounded = (int)(remainingWounded * sanctumPercentage);
|
||||
sanctumWounded = Math.Min(sanctumWounded, sanctumCapacity);
|
||||
remainingWounded -= sanctumWounded;
|
||||
|
||||
// Remaining wounded die
|
||||
var additionalKilled = remainingWounded;
|
||||
var totalKilled = immediatelyKilled + additionalKilled;
|
||||
|
||||
return new Dictionary<string, object>
|
||||
{
|
||||
["TotalCasualties"] = totalCasualties,
|
||||
["TotalWounded"] = totalWounded,
|
||||
["TotalKilled"] = totalKilled,
|
||||
["PersonalHospital"] = personalHospital,
|
||||
["AllianceHospital"] = allianceHospital,
|
||||
["SanctumWounded"] = sanctumWounded,
|
||||
["SanctumCapacity"] = sanctumCapacity,
|
||||
["SanctumPercentage"] = sanctumPercentage,
|
||||
["OverflowKilled"] = additionalKilled,
|
||||
["ImmediatelyKilled"] = immediatelyKilled
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Combines troops from all rally participants
|
||||
/// </summary>
|
||||
private Dictionary<string, Dictionary<string, int>> CombineAllParticipantTroops(
|
||||
Dictionary<int, Dictionary<string, Dictionary<string, int>>> participantTroops)
|
||||
{
|
||||
var combined = new Dictionary<string, Dictionary<string, int>>();
|
||||
|
||||
foreach (var participant in participantTroops.Values)
|
||||
{
|
||||
foreach (var troopType in participant.Keys)
|
||||
{
|
||||
if (!combined.ContainsKey(troopType))
|
||||
combined[troopType] = new Dictionary<string, int>();
|
||||
|
||||
foreach (var tier in participant[troopType].Keys)
|
||||
{
|
||||
if (!combined[troopType].ContainsKey(tier))
|
||||
combined[troopType][tier] = 0;
|
||||
|
||||
combined[troopType][tier] += participant[troopType][tier];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return combined;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies hero bonuses to rally leader stats (stacking for mega rallies)
|
||||
/// </summary>
|
||||
private Dictionary<string, decimal> ApplyHeroBonusesToLeaderStats(
|
||||
Dictionary<string, decimal> leaderBonuses,
|
||||
List<Dictionary<string, decimal>>? heroBonuses)
|
||||
{
|
||||
if (heroBonuses == null) return new Dictionary<string, decimal>(leaderBonuses);
|
||||
|
||||
var enhanced = new Dictionary<string, decimal>(leaderBonuses);
|
||||
|
||||
foreach (var heroBonus in heroBonuses)
|
||||
{
|
||||
foreach (var bonus in heroBonus)
|
||||
{
|
||||
if (!enhanced.ContainsKey(bonus.Key))
|
||||
enhanced[bonus.Key] = 0m;
|
||||
|
||||
enhanced[bonus.Key] += bonus.Value; // Additive stacking
|
||||
}
|
||||
}
|
||||
|
||||
return enhanced;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Extracts all dragon skills from hero bonuses
|
||||
/// </summary>
|
||||
private List<string> ExtractAllDragonSkills(List<Dictionary<string, decimal>>? heroBonuses)
|
||||
{
|
||||
var skills = new List<string>();
|
||||
if (heroBonuses == null) return skills;
|
||||
|
||||
// Look for dragon skill indicators in hero bonuses
|
||||
foreach (var heroBonus in heroBonuses)
|
||||
{
|
||||
if (heroBonus.ContainsKey("DragonSkill"))
|
||||
{
|
||||
// Add common dragon skills - this should be configurable
|
||||
skills.AddRange(new[] { "Rain of Fire", "Breath of Fire", "Ice Storm", "Lightning Strike" });
|
||||
}
|
||||
}
|
||||
|
||||
return skills.Distinct().ToList();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Combines results from standard rally participants
|
||||
/// </summary>
|
||||
private Dictionary<string, object> CombineRallyResults(List<Dictionary<string, object>> individualResults)
|
||||
{
|
||||
var combinedOutcome = new Dictionary<string, object>
|
||||
{
|
||||
["TotalWins"] = individualResults.Count(r => (bool)((Dictionary<string, object>)r["CombatResult"])["AttackerWins"]),
|
||||
["TotalLosses"] = individualResults.Count(r => !(bool)((Dictionary<string, object>)r["CombatResult"])["AttackerWins"]),
|
||||
["CombinedSuccess"] = individualResults.Count(r => (bool)((Dictionary<string, object>)r["CombatResult"])["AttackerWins"]) > individualResults.Count / 2
|
||||
};
|
||||
|
||||
return combinedOutcome;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
#region Configuration Classes
|
||||
|
||||
/// <summary>
|
||||
/// Combat balance configuration settings
|
||||
/// </summary>
|
||||
public class CombatBalanceConfig
|
||||
{
|
||||
public decimal RngVariancePercentage { get; set; }
|
||||
public decimal CriticalEventChance { get; set; }
|
||||
public decimal DragonSkillActivationChance { get; set; }
|
||||
|
||||
public decimal BaseWoundedPercentage { get; set; }
|
||||
public decimal BaseKilledPercentage { get; set; }
|
||||
public decimal SanctumBasePercentage { get; set; }
|
||||
public decimal SanctumVipBonus { get; set; }
|
||||
public decimal SanctumSubscriptionBonus { get; set; }
|
||||
public decimal SanctumCapacityMultiplier { get; set; }
|
||||
|
||||
public Dictionary<int, decimal> TroopTierMultipliers { get; set; } = new();
|
||||
public Dictionary<string, TroopBaseStats> BaseTroopStats { get; set; } = new();
|
||||
|
||||
public decimal FieldInterceptionDefenseBonus { get; set; }
|
||||
public decimal FieldInterceptionAttackBonus { get; set; }
|
||||
public decimal FieldInterceptionAttackerPenalty { get; set; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Base stats for troop types
|
||||
/// </summary>
|
||||
public class TroopBaseStats
|
||||
{
|
||||
public decimal BaseAttack { get; set; }
|
||||
public decimal BaseDefense { get; set; }
|
||||
public decimal BaseHealth { get; set; }
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Extension Methods
|
||||
|
||||
public static class RandomExtensions
|
||||
{
|
||||
public static decimal NextDecimal(this Random random)
|
||||
{
|
||||
return (decimal)random.NextDouble();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
@ -1,9 +1,9 @@
|
||||
/*
|
||||
* File: D:\shadowed-realms-mobile\ShadowedRealmsMobile\src\server\ShadowedRealms.API\Services\CombatService.cs
|
||||
* Created: 2025-10-19
|
||||
* Last Modified: 2025-10-25
|
||||
* Description: Concrete implementation of ICombatService providing field interception system (core innovation), battle resolution, march mechanics, dragon integration, and anti-pay-to-win combat balance for Shadowed Realms MMO
|
||||
* Last Edit Notes: Fixed compilation errors - corrected Player model property references, added missing helper methods, fixed repository method calls, and corrected UnitOfWork usage
|
||||
* Last Modified: 2025-10-30
|
||||
* Description: Complete CombatService implementation with CombatCalculationEngine integration while preserving all existing functionality including field interception, march mechanics, dragon integration, and anti-pay-to-win systems
|
||||
* Last Edit Notes: Integrated CombatCalculationEngine for statistical combat calculations while maintaining all existing combat systems
|
||||
*/
|
||||
|
||||
using Microsoft.Extensions.Logging;
|
||||
@ -29,6 +29,7 @@ namespace ShadowedRealms.API.Services
|
||||
private readonly IKingdomRepository _kingdomRepository;
|
||||
private readonly IPurchaseLogRepository _purchaseLogRepository;
|
||||
private readonly ILogger<CombatService> _logger;
|
||||
private readonly CombatCalculationEngine _combatCalculationEngine; // Added CombatCalculationEngine
|
||||
|
||||
// Combat constants for balance
|
||||
private const double MIN_MARCH_TIME_MINUTES = 10.0; // Minimum march time to prevent instant attacks
|
||||
@ -44,7 +45,8 @@ namespace ShadowedRealms.API.Services
|
||||
IAllianceRepository allianceRepository,
|
||||
IKingdomRepository kingdomRepository,
|
||||
IPurchaseLogRepository purchaseLogRepository,
|
||||
ILogger<CombatService> logger)
|
||||
ILogger<CombatService> logger,
|
||||
CombatCalculationEngine combatCalculationEngine) // Added CombatCalculationEngine parameter
|
||||
{
|
||||
_unitOfWork = unitOfWork ?? throw new ArgumentNullException(nameof(unitOfWork));
|
||||
_combatLogRepository = combatLogRepository ?? throw new ArgumentNullException(nameof(combatLogRepository));
|
||||
@ -53,6 +55,7 @@ namespace ShadowedRealms.API.Services
|
||||
_kingdomRepository = kingdomRepository ?? throw new ArgumentNullException(nameof(kingdomRepository));
|
||||
_purchaseLogRepository = purchaseLogRepository ?? throw new ArgumentNullException(nameof(purchaseLogRepository));
|
||||
_logger = logger ?? throw new ArgumentNullException(nameof(logger));
|
||||
_combatCalculationEngine = combatCalculationEngine ?? throw new ArgumentNullException(nameof(combatCalculationEngine)); // Added assignment
|
||||
}
|
||||
|
||||
#region Field Interception System (Core Innovation)
|
||||
@ -557,7 +560,7 @@ namespace ShadowedRealms.API.Services
|
||||
|
||||
#endregion
|
||||
|
||||
#region Battle Resolution
|
||||
#region Battle Resolution - UPDATED WITH COMBATCALCULATIONENGINE INTEGRATION
|
||||
|
||||
public async Task<Dictionary<string, object>> ResolveBattleAsync(int attackerId, int defenderId, int kingdomId,
|
||||
Dictionary<string, object> battleContext)
|
||||
@ -573,25 +576,61 @@ namespace ShadowedRealms.API.Services
|
||||
if (attacker == null || defender == null)
|
||||
throw new ArgumentException("Players not found for battle resolution");
|
||||
|
||||
var attackerTroops = (Dictionary<string, int>)battleContext["AttackerTroops"];
|
||||
var defenderTroops = (Dictionary<string, int>)battleContext["DefenderTroops"];
|
||||
var attackerTroops = ExtractPlayerTroopsByTier(attacker);
|
||||
var defenderTroops = ExtractPlayerTroopsByTier(defender);
|
||||
var battleType = (string)battleContext["BattleType"];
|
||||
|
||||
// Calculate battle statistics
|
||||
var attackerStats = CalculateBattleStats(attacker, attackerTroops, "Attacker", battleContext);
|
||||
var defenderStats = CalculateBattleStats(defender, defenderTroops, "Defender", battleContext);
|
||||
// Extract player bonuses for CombatCalculationEngine
|
||||
var attackerBonuses = ExtractPlayerCombatBonuses(attacker, battleContext);
|
||||
var defenderBonuses = ExtractPlayerCombatBonuses(defender, battleContext);
|
||||
|
||||
// Apply terrain and special modifiers
|
||||
var battleModifiers = CalculateBattleModifiers(battleContext, attackerStats, defenderStats);
|
||||
// Check for field interception
|
||||
var isFieldInterception = battleContext.ContainsKey("IsFieldInterception") && (bool)battleContext["IsFieldInterception"];
|
||||
|
||||
// Execute statistical combat resolution
|
||||
var battleResult = ExecuteStatisticalCombat(attackerStats, defenderStats, battleModifiers);
|
||||
// Calculate battle statistics using CombatCalculationEngine
|
||||
var battleStats = _combatCalculationEngine.CalculateBattleStats(
|
||||
attackerId,
|
||||
defenderId,
|
||||
attackerTroops,
|
||||
defenderTroops,
|
||||
attackerBonuses,
|
||||
defenderBonuses,
|
||||
isFieldInterception);
|
||||
|
||||
// Determine victor and calculate casualties
|
||||
var victor = (double)battleResult["AttackerEffectiveness"] > (double)battleResult["DefenderEffectiveness"] ?
|
||||
"Attacker" : "Defender";
|
||||
// Check for dragon participation
|
||||
var hasDragon = battleContext.ContainsKey("AttackerDragon") || battleContext.ContainsKey("DefenderDragon");
|
||||
var dragonSkills = ExtractDragonSkills(battleContext);
|
||||
|
||||
var casualties = CalculateBattleCasualties(attackerTroops, defenderTroops, battleResult, battleModifiers);
|
||||
// Execute statistical combat using CombatCalculationEngine
|
||||
var combatResult = _combatCalculationEngine.ExecuteStatisticalCombat(
|
||||
battleStats,
|
||||
attackerTroops,
|
||||
defenderTroops,
|
||||
hasDragon,
|
||||
dragonSkills);
|
||||
|
||||
// Calculate hospital capacities for casualty processing
|
||||
var attackerHospitalCapacity = CalculateHospitalCapacity(attacker);
|
||||
var defenderHospitalCapacity = CalculateHospitalCapacity(defender);
|
||||
var attackerAllianceHospitalCapacity = await CalculateAllianceHospitalCapacity(attacker.AllianceId);
|
||||
var defenderAllianceHospitalCapacity = await CalculateAllianceHospitalCapacity(defender.AllianceId);
|
||||
|
||||
// Process casualties using CombatCalculationEngine hospital cascade
|
||||
var casualtyResult = _combatCalculationEngine.CalculateBattleCasualties(
|
||||
combatResult,
|
||||
attackerTroops,
|
||||
defenderTroops,
|
||||
attackerHospitalCapacity,
|
||||
defenderHospitalCapacity,
|
||||
attackerAllianceHospitalCapacity,
|
||||
defenderAllianceHospitalCapacity,
|
||||
HasVip10OrHigher(attacker),
|
||||
HasVip10OrHigher(defender),
|
||||
HasActiveSubscription(attacker),
|
||||
HasActiveSubscription(defender));
|
||||
|
||||
// Determine victor
|
||||
var victor = (bool)combatResult["AttackerWins"] ? "Attacker" : "Defender";
|
||||
|
||||
// Create comprehensive battle result
|
||||
var result = new Dictionary<string, object>
|
||||
@ -601,13 +640,11 @@ namespace ShadowedRealms.API.Services
|
||||
["DefenderId"] = defenderId,
|
||||
["Victor"] = victor,
|
||||
["BattleType"] = battleType,
|
||||
["BattleDuration"] = CalculateBattleDuration(attackerTroops, defenderTroops),
|
||||
["AttackerStats"] = attackerStats,
|
||||
["DefenderStats"] = defenderStats,
|
||||
["BattleModifiers"] = battleModifiers,
|
||||
["StatisticalResult"] = battleResult,
|
||||
["Casualties"] = casualties,
|
||||
["PowerExchanged"] = CalculatePowerExchange(casualties),
|
||||
["BattleDuration"] = (TimeSpan)combatResult["BattleDuration"],
|
||||
["BattleStats"] = battleStats,
|
||||
["CombatResult"] = combatResult,
|
||||
["CasualtyResult"] = casualtyResult,
|
||||
["PowerExchanged"] = CalculatePowerExchange(casualtyResult),
|
||||
["BattleRewards"] = new Dictionary<string, object>(),
|
||||
["Timestamp"] = DateTime.UtcNow
|
||||
};
|
||||
@ -731,6 +768,112 @@ namespace ShadowedRealms.API.Services
|
||||
|
||||
#endregion
|
||||
|
||||
#region Rally System - UPDATED WITH COMBATCALCULATIONENGINE INTEGRATION
|
||||
|
||||
/// <summary>
|
||||
/// Processes Standard Rally using the CombatCalculationEngine
|
||||
/// </summary>
|
||||
public async Task<Dictionary<string, object>> ProcessStandardRallyAsync(
|
||||
int rallyLeaderId,
|
||||
List<int> participantIds,
|
||||
int targetId,
|
||||
int kingdomId)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (participantIds.Count > 6)
|
||||
{
|
||||
throw new InvalidOperationException("Standard rally limited to 6 participants maximum");
|
||||
}
|
||||
|
||||
// Get participant data
|
||||
var participantTroops = new Dictionary<int, Dictionary<string, Dictionary<string, int>>>();
|
||||
var participantBonuses = new Dictionary<int, Dictionary<string, decimal>>();
|
||||
|
||||
foreach (var participantId in participantIds)
|
||||
{
|
||||
var participant = await _playerRepository.GetByIdAsync(participantId, kingdomId);
|
||||
participantTroops[participantId] = ExtractPlayerTroopsByTier(participant);
|
||||
participantBonuses[participantId] = ExtractPlayerCombatBonuses(participant, new Dictionary<string, object>());
|
||||
}
|
||||
|
||||
// Get defender data
|
||||
var defender = await _playerRepository.GetByIdAsync(targetId, kingdomId);
|
||||
var defenderTroops = ExtractPlayerTroopsByTier(defender);
|
||||
var defenderBonuses = ExtractPlayerCombatBonuses(defender, new Dictionary<string, object>());
|
||||
|
||||
return _combatCalculationEngine.ProcessStandardRally(
|
||||
rallyLeaderId,
|
||||
participantIds,
|
||||
participantTroops,
|
||||
participantBonuses,
|
||||
targetId,
|
||||
defenderTroops,
|
||||
defenderBonuses);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_logger.LogError(ex, "Failed to process standard rally led by {RallyLeaderId}", rallyLeaderId);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Processes Mega Rally using the CombatCalculationEngine
|
||||
/// </summary>
|
||||
public async Task<Dictionary<string, object>> ProcessMegaRallyAsync(
|
||||
int rallyLeaderId,
|
||||
List<int> participantIds,
|
||||
int targetId,
|
||||
int rallyCapacity,
|
||||
int kingdomId)
|
||||
{
|
||||
try
|
||||
{
|
||||
// Get rally leader data
|
||||
var rallyLeader = await _playerRepository.GetByIdAsync(rallyLeaderId, kingdomId);
|
||||
var rallyLeaderBonuses = ExtractPlayerCombatBonuses(rallyLeader, new Dictionary<string, object>());
|
||||
|
||||
// Get participant troops
|
||||
var participantTroops = new Dictionary<int, Dictionary<string, Dictionary<string, int>>>();
|
||||
var heroBonuses = new List<Dictionary<string, decimal>>();
|
||||
|
||||
foreach (var participantId in participantIds)
|
||||
{
|
||||
var participant = await _playerRepository.GetByIdAsync(participantId, kingdomId);
|
||||
participantTroops[participantId] = ExtractPlayerTroopsByTier(participant);
|
||||
|
||||
// Extract hero bonuses for mega rally stacking
|
||||
var heroBonus = ExtractHeroCombatBonuses(participant);
|
||||
if (heroBonus.Count > 0)
|
||||
heroBonuses.Add(heroBonus);
|
||||
}
|
||||
|
||||
// Get defender data
|
||||
var defender = await _playerRepository.GetByIdAsync(targetId, kingdomId);
|
||||
var defenderTroops = ExtractPlayerTroopsByTier(defender);
|
||||
var defenderBonuses = ExtractPlayerCombatBonuses(defender, new Dictionary<string, object>());
|
||||
|
||||
return _combatCalculationEngine.ProcessMegaRally(
|
||||
rallyLeaderId,
|
||||
participantIds,
|
||||
participantTroops,
|
||||
rallyLeaderBonuses,
|
||||
heroBonuses,
|
||||
rallyCapacity,
|
||||
targetId,
|
||||
defenderTroops,
|
||||
defenderBonuses);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_logger.LogError(ex, "Failed to process mega rally led by {RallyLeaderId}", rallyLeaderId);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Dragon Integration
|
||||
|
||||
public async Task<Dictionary<string, object>> IntegrateDragonCombatAsync(int playerId, int kingdomId,
|
||||
@ -1595,7 +1738,153 @@ namespace ShadowedRealms.API.Services
|
||||
|
||||
#endregion
|
||||
|
||||
#region Private Helper Methods
|
||||
#region Helper Methods for CombatCalculationEngine Integration
|
||||
|
||||
/// <summary>
|
||||
/// Extracts player troop composition organized by tier for CombatCalculationEngine
|
||||
/// </summary>
|
||||
private Dictionary<string, Dictionary<string, int>> ExtractPlayerTroopsByTier(Player player)
|
||||
{
|
||||
return new Dictionary<string, Dictionary<string, int>>
|
||||
{
|
||||
["Infantry"] = new Dictionary<string, int>
|
||||
{
|
||||
["T1"] = (int)player.InfantryT1,
|
||||
["T2"] = (int)player.InfantryT2,
|
||||
["T3"] = (int)player.InfantryT3,
|
||||
["T4"] = (int)player.InfantryT4,
|
||||
["T5"] = (int)player.InfantryT5
|
||||
},
|
||||
["Cavalry"] = new Dictionary<string, int>
|
||||
{
|
||||
["T1"] = (int)player.CavalryT1,
|
||||
["T2"] = (int)player.CavalryT2,
|
||||
["T3"] = (int)player.CavalryT3,
|
||||
["T4"] = (int)player.CavalryT4,
|
||||
["T5"] = (int)player.CavalryT5
|
||||
},
|
||||
["Bowmen"] = new Dictionary<string, int>
|
||||
{
|
||||
["T1"] = (int)player.BowmenT1,
|
||||
["T2"] = (int)player.BowmenT2,
|
||||
["T3"] = (int)player.BowmenT3,
|
||||
["T4"] = (int)player.BowmenT4,
|
||||
["T5"] = (int)player.BowmenT5
|
||||
},
|
||||
["Siege"] = new Dictionary<string, int>
|
||||
{
|
||||
["T1"] = (int)player.SiegeT1,
|
||||
["T2"] = (int)player.SiegeT2,
|
||||
["T3"] = (int)player.SiegeT3,
|
||||
["T4"] = (int)player.SiegeT4,
|
||||
["T5"] = (int)player.SiegeT5
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Extracts player combat bonuses for CombatCalculationEngine
|
||||
/// </summary>
|
||||
private Dictionary<string, decimal> ExtractPlayerCombatBonuses(Player player, Dictionary<string, object> context)
|
||||
{
|
||||
var bonuses = new Dictionary<string, decimal>();
|
||||
|
||||
// VIP bonuses
|
||||
if (player.VipLevel > 0)
|
||||
{
|
||||
bonuses["TroopAttack"] = player.VipLevel * 2m; // 2% per VIP level
|
||||
bonuses["TroopDefense"] = player.VipLevel * 2m;
|
||||
bonuses["TroopHealth"] = player.VipLevel * 1.5m;
|
||||
}
|
||||
|
||||
// Alliance research bonuses (placeholder - would come from alliance research system)
|
||||
if (player.AllianceId.HasValue)
|
||||
{
|
||||
bonuses["InfantryAttack"] = 10m;
|
||||
bonuses["CavalryDefense"] = 8m;
|
||||
bonuses["BowmenAttack"] = 12m;
|
||||
}
|
||||
|
||||
// Equipment bonuses (placeholder - would come from equipment system)
|
||||
bonuses["TroopAttack"] = bonuses.GetValueOrDefault("TroopAttack", 0m) + 15m;
|
||||
bonuses["TroopDefense"] = bonuses.GetValueOrDefault("TroopDefense", 0m) + 10m;
|
||||
|
||||
// Military research bonuses (placeholder)
|
||||
bonuses["SiegeAttack"] = 25m;
|
||||
|
||||
return bonuses;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Extracts dragon skills from combat context for CombatCalculationEngine
|
||||
/// </summary>
|
||||
private List<string>? ExtractDragonSkills(Dictionary<string, object> context)
|
||||
{
|
||||
var skills = new List<string>();
|
||||
|
||||
if (context.ContainsKey("AttackerDragon"))
|
||||
{
|
||||
skills.AddRange(new[] { "Rain of Fire", "Breath of Fire" });
|
||||
}
|
||||
|
||||
if (context.ContainsKey("DefenderDragon"))
|
||||
{
|
||||
skills.AddRange(new[] { "Ice Storm", "Lightning Strike" });
|
||||
}
|
||||
|
||||
return skills.Count > 0 ? skills : null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Extracts hero combat bonuses for rally stacking
|
||||
/// </summary>
|
||||
private Dictionary<string, decimal> ExtractHeroCombatBonuses(Player player)
|
||||
{
|
||||
// Placeholder implementation - would extract from actual hero system
|
||||
return new Dictionary<string, decimal>
|
||||
{
|
||||
["TroopAttack"] = 5m,
|
||||
["TroopDefense"] = 3m,
|
||||
["DragonSkill"] = 1m // Indicates this player has dragon skills
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates hospital capacity based on castle level
|
||||
/// </summary>
|
||||
private int CalculateHospitalCapacity(Player player)
|
||||
{
|
||||
return 1000 + (player.CastleLevel * 500); // Base 1000 + 500 per castle level
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates alliance hospital capacity
|
||||
/// </summary>
|
||||
private async Task<int> CalculateAllianceHospitalCapacity(int? allianceId)
|
||||
{
|
||||
if (!allianceId.HasValue) return 0;
|
||||
return 5000; // Placeholder alliance hospital capacity
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if player has VIP 10 or higher
|
||||
/// </summary>
|
||||
private bool HasVip10OrHigher(Player player)
|
||||
{
|
||||
return player.VipLevel >= 10;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if player has active subscription
|
||||
/// </summary>
|
||||
private bool HasActiveSubscription(Player player)
|
||||
{
|
||||
return false; // Placeholder - no subscription system implemented yet
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Private Helper Methods (Existing Implementations)
|
||||
|
||||
private List<Dictionary<string, object>> CalculateInterceptionPoints((int X, int Y) start, (int X, int Y) target,
|
||||
Player defender, TimeSpan totalTravelTime)
|
||||
@ -1810,12 +2099,8 @@ namespace ShadowedRealms.API.Services
|
||||
private async Task<Dictionary<string, object>> ProcessRaidArrival(int playerId, int kingdomId, (int X, int Y) coords, Dictionary<string, int> troops) => new();
|
||||
private async Task<Dictionary<string, object>> ProcessGatherArrival(int playerId, int kingdomId, (int X, int Y) coords, Dictionary<string, int> troops) => new();
|
||||
private async Task<Dictionary<string, object>> ProcessScoutArrival(int playerId, int kingdomId, (int X, int Y) coords) => new();
|
||||
private Dictionary<string, object> CalculateBattleStats(Player player, Dictionary<string, int> troops, string role, Dictionary<string, object> context) => new();
|
||||
private Dictionary<string, object> CalculateBattleModifiers(Dictionary<string, object> context, Dictionary<string, object> attackerStats, Dictionary<string, object> defenderStats) => new();
|
||||
private Dictionary<string, object> ExecuteStatisticalCombat(Dictionary<string, object> attackerStats, Dictionary<string, object> defenderStats, Dictionary<string, object> modifiers) => new();
|
||||
private Dictionary<string, object> CalculateBattleCasualties(Dictionary<string, int> attackerTroops, Dictionary<string, int> defenderTroops, Dictionary<string, object> battleResult, Dictionary<string, object> modifiers) => new();
|
||||
private TimeSpan CalculateBattleDuration(Dictionary<string, int> attackerTroops, Dictionary<string, int> defenderTroops) => TimeSpan.FromMinutes(15);
|
||||
private long CalculatePowerExchange(Dictionary<string, object> casualties) => 10000L;
|
||||
private long CalculatePowerExchange(Dictionary<string, object> casualtyResult) => 10000L;
|
||||
private CombatLog CreateCombatLogFromBattle(Dictionary<string, object> result, int kingdomId) => new CombatLog { KingdomId = kingdomId };
|
||||
private double CalculateTroopPower(Dictionary<string, int> troops) => troops.Values.Sum() * 10.0;
|
||||
private double CalculateModifierSum(Dictionary<string, object> modifiers, string side) => 0.1;
|
||||
@ -1882,15 +2167,7 @@ namespace ShadowedRealms.API.Services
|
||||
private List<Dictionary<string, object>> IdentifyKeyBattleMoments(CombatLog log) => new();
|
||||
private Dictionary<string, object> AnalyzeBattleTactics(CombatLog log) => new();
|
||||
private List<string> GenerateLessonsLearned(CombatLog log) => new() { "Field interception provided tactical advantage" };
|
||||
private Dictionary<string, object> CalculateCoordinationBonuses(ShadowedRealms.Core.Models.Alliance.Alliance alliance, Dictionary<string, object> operation)
|
||||
{
|
||||
return new Dictionary<string, object>
|
||||
{
|
||||
["AllianceCoordination"] = 0.1, // 10% coordination bonus
|
||||
["MemberCount"] = alliance.MemberCount,
|
||||
["OperationType"] = operation.GetValueOrDefault("OperationType", "Unknown")
|
||||
};
|
||||
}
|
||||
private Dictionary<string, object> CalculateCoordinationBonuses(ShadowedRealms.Core.Models.Alliance.Alliance alliance, Dictionary<string, object> operation) => new();
|
||||
|
||||
// Event management methods
|
||||
private async Task<List<Dictionary<string, object>>> GetPlayerActiveMarches(int playerId, int kingdomId) => new();
|
||||
|
||||
@ -20,11 +20,98 @@
|
||||
"FieldInterceptionEnabled": true,
|
||||
"CoalitionSystemEnabled": true
|
||||
},
|
||||
"Combat": {
|
||||
"RngVariancePercentage": 0.15,
|
||||
"CriticalEventChance": 0.02,
|
||||
"DragonSkillActivationChance": 0.15,
|
||||
|
||||
"Hospital": {
|
||||
"BaseWoundedPercentage": 0.70,
|
||||
"BaseKilledPercentage": 0.30,
|
||||
"SanctumBasePercentage": 0.70,
|
||||
"SanctumVipBonus": 0.10,
|
||||
"SanctumSubscriptionBonus": 0.10,
|
||||
"SanctumCapacityMultiplier": 4.0
|
||||
},
|
||||
|
||||
"TroopTiers": {
|
||||
"T1Multiplier": 1.0,
|
||||
"T2Multiplier": 1.5,
|
||||
"T3Multiplier": 2.25,
|
||||
"T4Multiplier": 3.4,
|
||||
"T5Multiplier": 5.0,
|
||||
"T6Multiplier": 7.5,
|
||||
"T7Multiplier": 11.25,
|
||||
"T8Multiplier": 16.9,
|
||||
"T9Multiplier": 25.3,
|
||||
"T10Multiplier": 38.0,
|
||||
"T11Multiplier": 57.0,
|
||||
"T12Multiplier": 85.5,
|
||||
"T13Multiplier": 128.2,
|
||||
"T14Multiplier": 192.3,
|
||||
"T15Multiplier": 288.5
|
||||
},
|
||||
|
||||
"TroopStats": {
|
||||
"Infantry": {
|
||||
"BaseAttack": 100,
|
||||
"BaseDefense": 120,
|
||||
"BaseHealth": 150
|
||||
},
|
||||
"Cavalry": {
|
||||
"BaseAttack": 130,
|
||||
"BaseDefense": 100,
|
||||
"BaseHealth": 140
|
||||
},
|
||||
"Bowmen": {
|
||||
"BaseAttack": 140,
|
||||
"BaseDefense": 90,
|
||||
"BaseHealth": 120
|
||||
},
|
||||
"Siege": {
|
||||
"BaseAttack": 200,
|
||||
"BaseDefense": 80,
|
||||
"BaseHealth": 100
|
||||
}
|
||||
},
|
||||
|
||||
"FieldInterception": {
|
||||
"DefenseBonus": 0.15,
|
||||
"AttackBonus": 0.05,
|
||||
"AttackerPenalty": 0.05
|
||||
},
|
||||
|
||||
"RallySettings": {
|
||||
"StandardRallyMaxParticipants": 6,
|
||||
"MegaRallyCapacityMultiplier": 1.0,
|
||||
"RallyWaitTimeMinutes": 30,
|
||||
"RallyLeaderStatsSharingEnabled": true
|
||||
},
|
||||
|
||||
"BattleSettings": {
|
||||
"FastPacedCombat": true,
|
||||
"BattleDurationMinutes": 3,
|
||||
"ShowDetailedCombatStats": false,
|
||||
"EnableCombatSecrecy": true,
|
||||
"PowerCalculationWeights": {
|
||||
"AttackWeight": 0.35,
|
||||
"DefenseWeight": 0.35,
|
||||
"HealthWeight": 0.30
|
||||
}
|
||||
}
|
||||
},
|
||||
"Database": {
|
||||
"MaxRetryCount": 3,
|
||||
"MaxRetryDelaySeconds": 30,
|
||||
"CommandTimeoutSeconds": 30,
|
||||
"EnableSensitiveDataLogging": false
|
||||
},
|
||||
"Logging": {
|
||||
"LogLevel": {
|
||||
"Default": "Information",
|
||||
"Microsoft.AspNetCore": "Warning",
|
||||
"ShadowedRealms": "Information"
|
||||
"ShadowedRealms": "Information",
|
||||
"ShadowedRealms.Combat": "Debug"
|
||||
}
|
||||
},
|
||||
"AllowedHosts": "*"
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user