Core Foundation: Complete entity models and database context
- Add GameDbContext with kingdom-scoped query filters and Identity integration - Add Kingdom model with population management and KvK tracking - Add Player model with complete progression system (Castle 1-44, T1-T13 troops) - Add Alliance model with research trees, territory system, and coalition mechanics - Add CombatLog model with field interception and comprehensive battle tracking - Add PurchaseLog model with enhanced chargeback protection and customer segmentation - Add VipRewards model with KoA-inspired secret tier system for whale retention Features implemented: * Server-authoritative design with comprehensive validation * Kingdom-based data partitioning for horizontal scaling * Anti-pay-to-win mechanics with skill-based alternatives * Monthly/lifetime customer segmentation for actionable insights * Robust fraud detection and chargeback prevention * Secret spending tiers and milestone rewards system * Production-ready models with complete business logic All models include proper file headers, error handling, and are ready for Entity Framework integration.
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/*
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* File: ShadowedRealms.Core/Models/Alliance/Alliance.cs
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* Created: 2025-10-19
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* Last Modified: 2025-10-19
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* Description: Core Alliance entity representing player organizations with territory, research, and coalition systems. Handles alliance hierarchy, progression, and KvK participation while preserving alliance independence.
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* Last Edit Notes: Initial creation with 5-tier hierarchy, research trees, territory system, and coalition mechanics for KvK events
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*/
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using ShadowedRealms.Core.Models.Kingdom;
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using ShadowedRealms.Core.Models.Player;
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using System.ComponentModel.DataAnnotations;
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namespace ShadowedRealms.Core.Models.Alliance
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{
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public class Alliance
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{
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public int Id { get; set; }
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[Required]
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[StringLength(50, MinimumLength = 3)]
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public string Name { get; set; } = string.Empty;
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[Required]
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[StringLength(5, MinimumLength = 2)]
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public string Tag { get; set; } = string.Empty;
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[Required]
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public int KingdomId { get; set; }
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[Required]
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public int LeaderId { get; set; }
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[Required]
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[Range(1, 25)]
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public int Level { get; set; } = 1;
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[Required]
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[Range(0, long.MaxValue)]
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public long Power { get; set; } = 0;
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[Required]
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[Range(0, long.MaxValue)]
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public long ExperiencePoints { get; set; } = 0;
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[Required]
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public DateTime CreatedAt { get; set; } = DateTime.UtcNow;
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[Required]
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public bool IsActive { get; set; } = true;
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[Required]
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[Range(10, 200)]
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public int MaxMembers { get; set; } = 50;
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// Alliance Description and Settings
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[StringLength(1000)]
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public string? Description { get; set; }
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[StringLength(200)]
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public string? WelcomeMessage { get; set; }
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public bool IsOpenToJoin { get; set; } = true;
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public bool RequireApproval { get; set; } = true;
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[Range(1, 30)]
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public int MinCastleLevelToJoin { get; set; } = 1;
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[Range(0, long.MaxValue)]
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public long MinPowerToJoin { get; set; } = 0;
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// Alliance Territory System
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[Range(-1000, 1000)]
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public int FortressX { get; set; } = 0;
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[Range(-1000, 1000)]
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public int FortressY { get; set; } = 0;
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[Range(1, 10)]
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public int FortressLevel { get; set; } = 1;
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[Range(0, 20)]
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public int TowerCount { get; set; } = 0;
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[Range(0, 15)]
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public int ResourceBuildingCount { get; set; } = 0;
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public bool HasTerritory { get; set; } = false;
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// Research Trees - Military Branch
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[Range(0, 50)]
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public int MilitaryAttackResearch { get; set; } = 0;
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[Range(0, 50)]
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public int MilitaryDefenseResearch { get; set; } = 0;
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[Range(0, 50)]
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public int MilitaryHealthResearch { get; set; } = 0;
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[Range(0, 50)]
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public int MilitarySpeedResearch { get; set; } = 0;
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[Range(0, 50)]
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public int MilitaryCapacityResearch { get; set; } = 0;
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// Research Trees - Economic Branch
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[Range(0, 50)]
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public int EconomicGatheringResearch { get; set; } = 0;
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[Range(0, 50)]
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public int EconomicStorageResearch { get; set; } = 0;
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[Range(0, 50)]
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public int EconomicTradeResearch { get; set; } = 0;
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[Range(0, 50)]
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public int EconomicProductionResearch { get; set; } = 0;
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[Range(0, 50)]
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public int EconomicTaxationResearch { get; set; } = 0;
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// Research Trees - Technology Branch
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[Range(0, 50)]
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public int TechnologyConstructionResearch { get; set; } = 0;
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[Range(0, 50)]
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public int TechnologyUpgradeResearch { get; set; } = 0;
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[Range(0, 50)]
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public int TechnologyTrainingResearch { get; set; } = 0;
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[Range(0, 50)]
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public int TechnologyResearchResearch { get; set; } = 0;
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[Range(0, 50)]
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public int TechnologyHealingResearch { get; set; } = 0;
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// Alliance Statistics
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[Range(0, long.MaxValue)]
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public long TotalKills { get; set; } = 0;
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[Range(0, long.MaxValue)]
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public long TotalDeaths { get; set; } = 0;
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[Range(0, long.MaxValue)]
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public long ResourcesGathered { get; set; } = 0;
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[Range(0, long.MaxValue)]
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public long ResourcesShared { get; set; } = 0;
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[Range(0, int.MaxValue)]
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public int KvKParticipations { get; set; } = 0;
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[Range(0, int.MaxValue)]
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public int KvKWins { get; set; } = 0;
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public DateTime? LastKvKParticipation { get; set; }
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// Coalition System for KvK
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public int? CurrentCoalitionId { get; set; }
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public bool IsEligibleForKvK { get; set; } = true;
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public bool AcceptsCoalitionInvites { get; set; } = true;
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[Range(0, 100)]
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public int CoalitionReputationScore { get; set; } = 50; // 0-100 scale
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// Alliance Treasury
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[Range(0, long.MaxValue)]
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public long TreasuryFood { get; set; } = 0;
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[Range(0, long.MaxValue)]
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public long TreasuryWood { get; set; } = 0;
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[Range(0, long.MaxValue)]
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public long TreasuryIron { get; set; } = 0;
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[Range(0, long.MaxValue)]
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public long TreasurySilver { get; set; } = 0;
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[Range(0, long.MaxValue)]
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public long TreasuryMithril { get; set; } = 0;
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// Navigation Properties
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public virtual Kingdom.Kingdom Kingdom { get; set; } = null!;
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public virtual Player.Player Leader { get; set; } = null!;
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public virtual ICollection<Player.Player> Members { get; set; } = new List<Player.Player>();
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public virtual ICollection<AllianceRole> Roles { get; set; } = new List<AllianceRole>();
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public virtual ICollection<AllianceInvitation> PendingInvitations { get; set; } = new List<AllianceInvitation>();
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// Computed Properties
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public int ActiveMemberCount => Members?.Count(m => m.IsActive) ?? 0;
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public int InactiveMemberCount => Members?.Count(m => !m.IsActive) ?? 0;
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public double AverageMemberPower => ActiveMemberCount > 0 ? (double)Power / ActiveMemberCount : 0;
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public int AverageCastleLevel => ActiveMemberCount > 0 ? (int)Members.Where(m => m.IsActive).Average(m => m.CastleLevel) : 0;
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public long ExperienceToNextLevel => CalculateExperienceForLevel(Level + 1) - ExperiencePoints;
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public bool CanLevelUp => Level < 25 && ExperiencePoints >= CalculateExperienceForLevel(Level + 1);
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public int MaxMembersForLevel => CalculateMaxMembersForLevel();
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public double KvKWinRate => KvKParticipations > 0 ? (double)KvKWins / KvKParticipations * 100 : 0;
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public AllianceHealthStatus HealthStatus => GetAllianceHealthStatus();
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public long TotalTreasuryValue => TreasuryFood + TreasuryWood + TreasuryIron + TreasurySilver + TreasuryMithril;
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public bool HasFullTerritoryControl => HasTerritory && FortressLevel >= 5 && TowerCount >= 8 && ResourceBuildingCount >= 10;
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// Research bonus calculations
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public double MilitaryAttackBonus => MilitaryAttackResearch * 0.5; // 0.5% per level
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public double MilitaryDefenseBonus => MilitaryDefenseResearch * 0.5;
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public double MilitaryHealthBonus => MilitaryHealthResearch * 0.5;
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public double MilitarySpeedBonus => MilitarySpeedResearch * 0.3;
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public double MilitaryCapacityBonus => MilitaryCapacityResearch * 1.0;
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public double EconomicGatheringBonus => EconomicGatheringResearch * 0.7;
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public double EconomicStorageBonus => EconomicStorageResearch * 1.0;
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public double EconomicTradeBonus => EconomicTradeResearch * 0.4;
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public double EconomicProductionBonus => EconomicProductionResearch * 0.6;
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public double TechnologyConstructionBonus => TechnologyConstructionResearch * 0.8;
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public double TechnologyUpgradeBonus => TechnologyUpgradeResearch * 0.6;
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public double TechnologyTrainingBonus => TechnologyTrainingResearch * 0.9;
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public double TechnologyHealingBonus => TechnologyHealingResearch * 1.2;
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// Business Logic Methods
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private long CalculateExperienceForLevel(int level)
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{
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// Exponential XP requirements: Level * Level * 1000
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return level * level * 1000L;
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}
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private int CalculateMaxMembersForLevel()
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{
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// Base 50 + 5 per level above 1
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return 50 + (Level - 1) * 5;
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}
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public bool CanAcceptNewMember()
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{
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return IsActive && IsOpenToJoin && ActiveMemberCount < Math.Min(MaxMembers, MaxMembersForLevel);
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}
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public bool MeetsMemberRequirements(Player.Player player)
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{
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if (player == null || !player.IsActive) return false;
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if (player.CastleLevel < MinCastleLevelToJoin) return false;
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if (player.Power < MinPowerToJoin) return false;
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if (player.KingdomId != KingdomId) return false;
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return true;
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}
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public void AddExperience(long xp)
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{
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ExperiencePoints += xp;
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// Auto-level up if possible
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while (CanLevelUp && Level < 25)
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{
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Level++;
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MaxMembers = MaxMembersForLevel;
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}
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}
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public void UpdatePower()
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{
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Power = Members?.Where(m => m.IsActive).Sum(m => m.Power) ?? 0;
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}
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public void UpdateStatistics()
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{
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if (Members?.Any() != true) return;
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var activeMembers = Members.Where(m => m.IsActive);
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TotalKills = activeMembers.Sum(m => m.TroopsKilled);
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TotalDeaths = activeMembers.Sum(m => m.TroopsLost);
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ResourcesGathered = activeMembers.Sum(m => m.ResourcesGathered);
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UpdatePower();
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}
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public AllianceHealthStatus GetAllianceHealthStatus()
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{
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if (!IsActive) return AllianceHealthStatus.Disbanded;
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var memberCount = ActiveMemberCount;
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var averagePower = AverageMemberPower;
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var activityRatio = memberCount > 0 ? (double)ActiveMemberCount / (ActiveMemberCount + InactiveMemberCount) : 0;
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if (memberCount < 5 || activityRatio < 0.3) return AllianceHealthStatus.Critical;
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if (memberCount < 15 || activityRatio < 0.5 || averagePower < 100000) return AllianceHealthStatus.Struggling;
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if (memberCount < 25 || activityRatio < 0.7 || averagePower < 500000) return AllianceHealthStatus.Stable;
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if (memberCount < 40 || activityRatio < 0.85 || averagePower < 1000000) return AllianceHealthStatus.Strong;
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return AllianceHealthStatus.Dominant;
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}
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public bool CanFormCoalition(Alliance otherAlliance)
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{
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if (otherAlliance == null || !otherAlliance.IsActive || !IsActive) return false;
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if (otherAlliance.KingdomId != KingdomId) return false;
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if (!IsEligibleForKvK || !otherAlliance.IsEligibleForKvK) return false;
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if (!AcceptsCoalitionInvites || !otherAlliance.AcceptsCoalitionInvites) return false;
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// Reputation threshold for coalition formation
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var combinedReputation = (CoalitionReputationScore + otherAlliance.CoalitionReputationScore) / 2;
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return combinedReputation >= 30; // Minimum 30% combined reputation
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}
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public double CalculateResearchBonus(ResearchType researchType, ResearchCategory category)
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{
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return (researchType, category) switch
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{
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(ResearchType.Military, ResearchCategory.Attack) => MilitaryAttackBonus,
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(ResearchType.Military, ResearchCategory.Defense) => MilitaryDefenseBonus,
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(ResearchType.Military, ResearchCategory.Health) => MilitaryHealthBonus,
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(ResearchType.Military, ResearchCategory.Speed) => MilitarySpeedBonus,
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(ResearchType.Military, ResearchCategory.Capacity) => MilitaryCapacityBonus,
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(ResearchType.Economic, ResearchCategory.Gathering) => EconomicGatheringBonus,
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(ResearchType.Economic, ResearchCategory.Storage) => EconomicStorageBonus,
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(ResearchType.Economic, ResearchCategory.Trade) => EconomicTradeBonus,
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(ResearchType.Economic, ResearchCategory.Production) => EconomicProductionBonus,
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(ResearchType.Technology, ResearchCategory.Construction) => TechnologyConstructionBonus,
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(ResearchType.Technology, ResearchCategory.Upgrade) => TechnologyUpgradeBonus,
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(ResearchType.Technology, ResearchCategory.Training) => TechnologyTrainingBonus,
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(ResearchType.Technology, ResearchCategory.Healing) => TechnologyHealingBonus,
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_ => 0
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};
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}
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public bool CanResearchTechnology(ResearchType type, ResearchCategory category, int currentLevel)
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{
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if (currentLevel >= 50) return false; // Max research level
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var requiredResources = CalculateResearchCost(type, category, currentLevel + 1);
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return CanAffordResources(requiredResources.Food, requiredResources.Wood,
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requiredResources.Iron, requiredResources.Silver, requiredResources.Mithril);
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}
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public (long Food, long Wood, long Iron, long Silver, long Mithril) CalculateResearchCost(ResearchType type, ResearchCategory category, int level)
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{
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var baseCost = level * level * 10000L; // Exponential cost scaling
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var multiplier = type switch
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{
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ResearchType.Military => 1.2,
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ResearchType.Economic => 1.0,
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ResearchType.Technology => 1.5,
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_ => 1.0
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};
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var totalCost = (long)(baseCost * multiplier);
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// Distribute cost across resources based on research type
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return type switch
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{
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ResearchType.Military => (totalCost / 2, totalCost / 4, totalCost, totalCost / 8, totalCost / 16),
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ResearchType.Economic => (totalCost, totalCost / 2, totalCost / 4, totalCost / 2, totalCost / 8),
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ResearchType.Technology => (totalCost / 4, totalCost / 2, totalCost / 2, totalCost, totalCost / 4),
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_ => (0, 0, 0, 0, 0)
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};
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}
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public bool CanAffordResources(long food, long wood, long iron, long silver, long mithril)
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{
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return TreasuryFood >= food && TreasuryWood >= wood && TreasuryIron >= iron &&
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TreasurySilver >= silver && TreasuryMithril >= mithril;
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}
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public void ConsumeResources(long food, long wood, long iron, long silver, long mithril)
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{
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if (!CanAffordResources(food, wood, iron, silver, mithril))
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throw new InvalidOperationException("Alliance treasury has insufficient resources");
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TreasuryFood = Math.Max(0, TreasuryFood - food);
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TreasuryWood = Math.Max(0, TreasuryWood - wood);
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TreasuryIron = Math.Max(0, TreasuryIron - iron);
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TreasurySilver = Math.Max(0, TreasurySilver - silver);
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TreasuryMithril = Math.Max(0, TreasuryMithril - mithril);
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}
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public void AddToTreasury(long food, long wood, long iron, long silver, long mithril)
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{
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TreasuryFood += food;
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TreasuryWood += wood;
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TreasuryIron += iron;
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TreasurySilver += silver;
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TreasuryMithril += mithril;
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}
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public int GetTerritoryUpgradeCost(TerritoryUpgradeType upgradeType)
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{
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return upgradeType switch
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{
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TerritoryUpgradeType.Fortress => FortressLevel * 1000000,
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TerritoryUpgradeType.Tower => (TowerCount + 1) * 500000,
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TerritoryUpgradeType.ResourceBuilding => (ResourceBuildingCount + 1) * 300000,
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_ => 0
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};
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}
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public List<string> ValidateAllianceState()
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{
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var errors = new List<string>();
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if (string.IsNullOrWhiteSpace(Name) || Name.Length < 3)
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errors.Add("Alliance name must be at least 3 characters long");
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if (string.IsNullOrWhiteSpace(Tag) || Tag.Length < 2 || Tag.Length > 5)
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errors.Add("Alliance tag must be between 2 and 5 characters");
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if (Level < 1 || Level > 25)
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errors.Add("Alliance level must be between 1 and 25");
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if (MaxMembers < 10 || MaxMembers > MaxMembersForLevel)
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errors.Add($"Max members must be between 10 and {MaxMembersForLevel} for level {Level}");
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if (ActiveMemberCount > MaxMembers)
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errors.Add("Alliance has more active members than maximum allowed");
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return errors;
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}
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public override string ToString()
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{
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return $"Alliance [{Tag}] {Name} (Level {Level}, {ActiveMemberCount}/{MaxMembers} members, Power: {Power:N0})";
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}
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}
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// Supporting Classes
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public class AllianceRole
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{
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public int Id { get; set; }
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public int AllianceId { get; set; }
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public int PlayerId { get; set; }
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public AllianceRank Rank { get; set; }
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public DateTime AssignedAt { get; set; } = DateTime.UtcNow;
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public int AssignedById { get; set; }
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public virtual Alliance Alliance { get; set; } = null!;
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public virtual Player.Player Player { get; set; } = null!;
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public virtual Player.Player AssignedBy { get; set; } = null!;
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}
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public class AllianceInvitation
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{
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public int Id { get; set; }
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public int AllianceId { get; set; }
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public int PlayerId { get; set; }
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public int InvitedById { get; set; }
|
||||
public DateTime CreatedAt { get; set; } = DateTime.UtcNow;
|
||||
public DateTime ExpiresAt { get; set; } = DateTime.UtcNow.AddDays(7);
|
||||
public bool IsAccepted { get; set; } = false;
|
||||
public bool IsRejected { get; set; } = false;
|
||||
|
||||
public virtual Alliance Alliance { get; set; } = null!;
|
||||
public virtual Player.Player Player { get; set; } = null!;
|
||||
public virtual Player.Player InvitedBy { get; set; } = null!;
|
||||
|
||||
public bool IsExpired => DateTime.UtcNow > ExpiresAt;
|
||||
public bool IsPending => !IsAccepted && !IsRejected && !IsExpired;
|
||||
}
|
||||
|
||||
// Supporting Enums
|
||||
public enum AllianceRank
|
||||
{
|
||||
Member = 1,
|
||||
Officer = 2,
|
||||
CoLeader = 3,
|
||||
DeputyLeader = 4,
|
||||
Leader = 5
|
||||
}
|
||||
|
||||
public enum AllianceHealthStatus
|
||||
{
|
||||
Disbanded = 0,
|
||||
Critical = 1,
|
||||
Struggling = 2,
|
||||
Stable = 3,
|
||||
Strong = 4,
|
||||
Dominant = 5
|
||||
}
|
||||
|
||||
public enum ResearchType
|
||||
{
|
||||
Military = 1,
|
||||
Economic = 2,
|
||||
Technology = 3
|
||||
}
|
||||
|
||||
public enum ResearchCategory
|
||||
{
|
||||
Attack = 1,
|
||||
Defense = 2,
|
||||
Health = 3,
|
||||
Speed = 4,
|
||||
Capacity = 5,
|
||||
Gathering = 6,
|
||||
Storage = 7,
|
||||
Trade = 8,
|
||||
Production = 9,
|
||||
Construction = 10,
|
||||
Upgrade = 11,
|
||||
Training = 12,
|
||||
Healing = 13
|
||||
}
|
||||
|
||||
public enum TerritoryUpgradeType
|
||||
{
|
||||
Fortress = 1,
|
||||
Tower = 2,
|
||||
ResourceBuilding = 3
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,536 @@
|
||||
/*
|
||||
* File: ShadowedRealms.Core/Models/Combat/CombatLog.cs
|
||||
* Created: 2025-10-19
|
||||
* Last Modified: 2025-10-19
|
||||
* Description: Combat logging system for tracking all battle activities including field interception, castle sieges, and KvK events. Provides comprehensive audit trail for combat resolution and analytics.
|
||||
* Last Edit Notes: Initial creation with field interception support, troop casualties, resource transfers, and dragon skill integration
|
||||
*/
|
||||
|
||||
using ShadowedRealms.Core.Models.Kingdom;
|
||||
using ShadowedRealms.Core.Models.Player;
|
||||
using ShadowedRealms.Core.Models.Alliance;
|
||||
using System.ComponentModel.DataAnnotations;
|
||||
using System.Text.Json;
|
||||
|
||||
namespace ShadowedRealms.Core.Models.Combat
|
||||
{
|
||||
public class CombatLog
|
||||
{
|
||||
public int Id { get; set; }
|
||||
|
||||
[Required]
|
||||
public int AttackerPlayerId { get; set; }
|
||||
|
||||
[Required]
|
||||
public int DefenderPlayerId { get; set; }
|
||||
|
||||
[Required]
|
||||
public int KingdomId { get; set; }
|
||||
|
||||
public int? AttackerAllianceId { get; set; }
|
||||
|
||||
public int? DefenderAllianceId { get; set; }
|
||||
|
||||
[Required]
|
||||
public CombatType CombatType { get; set; }
|
||||
|
||||
[Required]
|
||||
public CombatResult Result { get; set; }
|
||||
|
||||
[Required]
|
||||
public DateTime Timestamp { get; set; } = DateTime.UtcNow;
|
||||
|
||||
// Battle Location and Context
|
||||
[Required]
|
||||
[Range(-1000, 1000)]
|
||||
public int BattleX { get; set; }
|
||||
|
||||
[Required]
|
||||
[Range(-1000, 1000)]
|
||||
public int BattleY { get; set; }
|
||||
|
||||
public bool WasFieldInterception { get; set; } = false;
|
||||
|
||||
public int? InterceptorPlayerId { get; set; }
|
||||
|
||||
public InterceptionType? InterceptionType { get; set; }
|
||||
|
||||
// March Information
|
||||
[Required]
|
||||
public DateTime MarchStartTime { get; set; }
|
||||
|
||||
[Required]
|
||||
public DateTime MarchArrivalTime { get; set; }
|
||||
|
||||
[Required]
|
||||
[Range(0, int.MaxValue)]
|
||||
public int MarchDurationSeconds { get; set; }
|
||||
|
||||
public bool UsedSpeedBoosts { get; set; } = false;
|
||||
|
||||
[Range(0, 10)]
|
||||
public int SpeedBoostLevel { get; set; } = 0;
|
||||
|
||||
// Attacker Army Composition (before battle)
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long AttackerInfantryBefore { get; set; }
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long AttackerCavalryBefore { get; set; }
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long AttackerBowmenBefore { get; set; }
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long AttackerSiegeBefore { get; set; }
|
||||
|
||||
[Range(1, 13)]
|
||||
public int AttackerHighestTroopTier { get; set; } = 1;
|
||||
|
||||
// Attacker Army Composition (after battle)
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long AttackerInfantryAfter { get; set; }
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long AttackerCavalryAfter { get; set; }
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long AttackerBowmenAfter { get; set; }
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long AttackerSiegeAfter { get; set; }
|
||||
|
||||
// Defender Army Composition (before battle)
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long DefenderInfantryBefore { get; set; }
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long DefenderCavalryBefore { get; set; }
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long DefenderBowmenBefore { get; set; }
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long DefenderSiegeBefore { get; set; }
|
||||
|
||||
[Range(1, 13)]
|
||||
public int DefenderHighestTroopTier { get; set; } = 1;
|
||||
|
||||
// Defender Army Composition (after battle)
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long DefenderInfantryAfter { get; set; }
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long DefenderCavalryAfter { get; set; }
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long DefenderBowmenAfter { get; set; }
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long DefenderSiegeAfter { get; set; }
|
||||
|
||||
// Combat Statistics
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long AttackerPowerBefore { get; set; }
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long DefenderPowerBefore { get; set; }
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long AttackerCasualties { get; set; }
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long DefenderCasualties { get; set; }
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long AttackerWoundedTroops { get; set; }
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long DefenderWoundedTroops { get; set; }
|
||||
|
||||
// Dragon System Integration
|
||||
public bool AttackerHadDragon { get; set; } = false;
|
||||
|
||||
public bool DefenderHadDragon { get; set; } = false;
|
||||
|
||||
[StringLength(100)]
|
||||
public string? AttackerDragonSkillsUsed { get; set; }
|
||||
|
||||
[StringLength(100)]
|
||||
public string? DefenderDragonSkillsUsed { get; set; }
|
||||
|
||||
[Range(0, 100)]
|
||||
public double AttackerDragonBonus { get; set; } = 0;
|
||||
|
||||
[Range(0, 100)]
|
||||
public double DefenderDragonBonus { get; set; } = 0;
|
||||
|
||||
// Resource Transfer
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long FoodTransferred { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long WoodTransferred { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long IronTransferred { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long SilverTransferred { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long MithrilTransferred { get; set; } = 0;
|
||||
|
||||
// Alliance Research Bonuses Applied
|
||||
[Range(0, 100)]
|
||||
public double AttackerAllianceAttackBonus { get; set; } = 0;
|
||||
|
||||
[Range(0, 100)]
|
||||
public double AttackerAllianceDefenseBonus { get; set; } = 0;
|
||||
|
||||
[Range(0, 100)]
|
||||
public double AttackerAllianceHealthBonus { get; set; } = 0;
|
||||
|
||||
[Range(0, 100)]
|
||||
public double DefenderAllianceAttackBonus { get; set; } = 0;
|
||||
|
||||
[Range(0, 100)]
|
||||
public double DefenderAllianceDefenseBonus { get; set; } = 0;
|
||||
|
||||
[Range(0, 100)]
|
||||
public double DefenderAllianceHealthBonus { get; set; } = 0;
|
||||
|
||||
// KvK Context
|
||||
public bool WasKvKBattle { get; set; } = false;
|
||||
|
||||
public int? KvKEventId { get; set; }
|
||||
|
||||
public int? CoalitionId { get; set; }
|
||||
|
||||
public bool WasInForestZone { get; set; } = false;
|
||||
|
||||
[Range(0, 100)]
|
||||
public double ForestSpeedReduction { get; set; } = 0;
|
||||
|
||||
// Battle Report Data (JSON storage for detailed breakdown)
|
||||
[StringLength(4000)]
|
||||
public string? DetailedBattleReport { get; set; }
|
||||
|
||||
[StringLength(1000)]
|
||||
public string? BattleNotes { get; set; }
|
||||
|
||||
// Navigation Properties
|
||||
public virtual Player.Player AttackerPlayer { get; set; } = null!;
|
||||
|
||||
public virtual Player.Player DefenderPlayer { get; set; } = null!;
|
||||
|
||||
public virtual Kingdom.Kingdom Kingdom { get; set; } = null!;
|
||||
|
||||
public virtual Alliance.Alliance? AttackerAlliance { get; set; }
|
||||
|
||||
public virtual Alliance.Alliance? DefenderAlliance { get; set; }
|
||||
|
||||
public virtual Player.Player? InterceptorPlayer { get; set; }
|
||||
|
||||
// Computed Properties
|
||||
public long AttackerTotalTroopsBefore => AttackerInfantryBefore + AttackerCavalryBefore + AttackerBowmenBefore + AttackerSiegeBefore;
|
||||
|
||||
public long AttackerTotalTroopsAfter => AttackerInfantryAfter + AttackerCavalryAfter + AttackerBowmenAfter + AttackerSiegeAfter;
|
||||
|
||||
public long DefenderTotalTroopsBefore => DefenderInfantryBefore + DefenderCavalryBefore + DefenderBowmenBefore + DefenderSiegeBefore;
|
||||
|
||||
public long DefenderTotalTroopsAfter => DefenderInfantryAfter + DefenderCavalryAfter + DefenderBowmenAfter + DefenderSiegeAfter;
|
||||
|
||||
public double AttackerCasualtyRate => AttackerTotalTroopsBefore > 0 ? (double)AttackerCasualties / AttackerTotalTroopsBefore * 100 : 0;
|
||||
|
||||
public double DefenderCasualtyRate => DefenderTotalTroopsBefore > 0 ? (double)DefenderCasualties / DefenderTotalTroopsBefore * 100 : 0;
|
||||
|
||||
public long TotalResourcesTransferred => FoodTransferred + WoodTransferred + IronTransferred + SilverTransferred + MithrilTransferred;
|
||||
|
||||
public bool WasDecisiveVictory => Result != CombatResult.Draw && (AttackerCasualtyRate < 10 || DefenderCasualtyRate < 10);
|
||||
|
||||
public bool WasMajorBattle => AttackerTotalTroopsBefore + DefenderTotalTroopsBefore > 100000;
|
||||
|
||||
public TimeSpan ActualMarchDuration => MarchArrivalTime - MarchStartTime;
|
||||
|
||||
public double SpeedBoostEffectiveness => MarchDurationSeconds > 0 ? (double)ActualMarchDuration.TotalSeconds / MarchDurationSeconds : 1.0;
|
||||
|
||||
// Business Logic Methods
|
||||
public CombatEffectivenessRating GetCombatEffectiveness(bool forAttacker = true)
|
||||
{
|
||||
var casualties = forAttacker ? AttackerCasualties : DefenderCasualties;
|
||||
var totalTroops = forAttacker ? AttackerTotalTroopsBefore : DefenderTotalTroopsBefore;
|
||||
var won = forAttacker ?
|
||||
(Result == CombatResult.AttackerVictory) :
|
||||
(Result == CombatResult.DefenderVictory);
|
||||
|
||||
if (totalTroops == 0) return CombatEffectivenessRating.NoEngagement;
|
||||
|
||||
var casualtyRate = (double)casualties / totalTroops * 100;
|
||||
|
||||
if (won)
|
||||
{
|
||||
return casualtyRate switch
|
||||
{
|
||||
<= 5 => CombatEffectivenessRating.Overwhelming,
|
||||
<= 15 => CombatEffectivenessRating.Decisive,
|
||||
<= 30 => CombatEffectivenessRating.Clear,
|
||||
<= 50 => CombatEffectivenessRating.Narrow,
|
||||
_ => CombatEffectivenessRating.Pyrrhic
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
return casualtyRate switch
|
||||
{
|
||||
<= 10 => CombatEffectivenessRating.ValiantDefense,
|
||||
<= 25 => CombatEffectivenessRating.StubbornResistance,
|
||||
<= 50 => CombatEffectivenessRating.FoughtHard,
|
||||
<= 75 => CombatEffectivenessRating.Overwhelmed,
|
||||
_ => CombatEffectivenessRating.Crushed
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
public TroopComposition GetAttackerArmyBefore()
|
||||
{
|
||||
return new TroopComposition
|
||||
{
|
||||
Infantry = AttackerInfantryBefore,
|
||||
Cavalry = AttackerCavalryBefore,
|
||||
Bowmen = AttackerBowmenBefore,
|
||||
Siege = AttackerSiegeBefore,
|
||||
HighestTier = AttackerHighestTroopTier
|
||||
};
|
||||
}
|
||||
|
||||
public TroopComposition GetDefenderArmyBefore()
|
||||
{
|
||||
return new TroopComposition
|
||||
{
|
||||
Infantry = DefenderInfantryBefore,
|
||||
Cavalry = DefenderCavalryBefore,
|
||||
Bowmen = DefenderBowmenBefore,
|
||||
Siege = DefenderSiegeBefore,
|
||||
HighestTier = DefenderHighestTroopTier
|
||||
};
|
||||
}
|
||||
|
||||
public CombatSummary GenerateCombatSummary()
|
||||
{
|
||||
return new CombatSummary
|
||||
{
|
||||
BattleType = CombatType,
|
||||
Result = Result,
|
||||
AttackerName = AttackerPlayer?.Name ?? "Unknown",
|
||||
DefenderName = DefenderPlayer?.Name ?? "Unknown",
|
||||
AttackerAlliance = AttackerAlliance?.Tag,
|
||||
DefenderAlliance = DefenderAlliance?.Tag,
|
||||
AttackerCasualties = AttackerCasualties,
|
||||
DefenderCasualties = DefenderCasualties,
|
||||
ResourcesLooted = TotalResourcesTransferred,
|
||||
WasFieldInterception = WasFieldInterception,
|
||||
BattleEffectiveness = GetCombatEffectiveness(Result == CombatResult.AttackerVictory),
|
||||
Timestamp = Timestamp
|
||||
};
|
||||
}
|
||||
|
||||
public bool InvolvesAlliances()
|
||||
{
|
||||
return AttackerAllianceId.HasValue || DefenderAllianceId.HasValue;
|
||||
}
|
||||
|
||||
public bool WasCrossAllianceBattle()
|
||||
{
|
||||
return AttackerAllianceId.HasValue && DefenderAllianceId.HasValue &&
|
||||
AttackerAllianceId != DefenderAllianceId;
|
||||
}
|
||||
|
||||
public void SetDetailedBattleReport(DetailedBattleReport report)
|
||||
{
|
||||
DetailedBattleReport = JsonSerializer.Serialize(report);
|
||||
}
|
||||
|
||||
public DetailedBattleReport? GetDetailedBattleReport()
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(DetailedBattleReport)) return null;
|
||||
|
||||
try
|
||||
{
|
||||
return JsonSerializer.Deserialize<DetailedBattleReport>(DetailedBattleReport);
|
||||
}
|
||||
catch
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
public List<string> ValidateCombatLog()
|
||||
{
|
||||
var errors = new List<string>();
|
||||
|
||||
if (AttackerPlayerId == DefenderPlayerId)
|
||||
errors.Add("Attacker and defender cannot be the same player");
|
||||
|
||||
if (MarchStartTime >= MarchArrivalTime)
|
||||
errors.Add("March start time must be before arrival time");
|
||||
|
||||
if (Timestamp < MarchStartTime)
|
||||
errors.Add("Battle timestamp cannot be before march start time");
|
||||
|
||||
if (AttackerTotalTroopsBefore == 0)
|
||||
errors.Add("Attacker must have troops to engage in combat");
|
||||
|
||||
if (AttackerCasualties > AttackerTotalTroopsBefore)
|
||||
errors.Add("Attacker casualties cannot exceed total troops");
|
||||
|
||||
if (DefenderCasualties > DefenderTotalTroopsBefore)
|
||||
errors.Add("Defender casualties cannot exceed total troops");
|
||||
|
||||
if (WasFieldInterception && !InterceptorPlayerId.HasValue)
|
||||
errors.Add("Field interception requires an interceptor player");
|
||||
|
||||
if (WasKvKBattle && !KvKEventId.HasValue)
|
||||
errors.Add("KvK battle requires a KvK event ID");
|
||||
|
||||
return errors;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
var attackerName = AttackerPlayer?.Name ?? $"Player {AttackerPlayerId}";
|
||||
var defenderName = DefenderPlayer?.Name ?? $"Player {DefenderPlayerId}";
|
||||
var resultText = Result switch
|
||||
{
|
||||
CombatResult.AttackerVictory => $"{attackerName} defeated {defenderName}",
|
||||
CombatResult.DefenderVictory => $"{defenderName} defended against {attackerName}",
|
||||
CombatResult.Draw => $"{attackerName} vs {defenderName} ended in a draw",
|
||||
_ => "Unknown battle result"
|
||||
};
|
||||
|
||||
var interceptionText = WasFieldInterception ? " (Field Interception)" : "";
|
||||
var kvkText = WasKvKBattle ? " [KvK]" : "";
|
||||
|
||||
return $"{CombatType}: {resultText}{interceptionText}{kvkText}";
|
||||
}
|
||||
}
|
||||
|
||||
// Supporting Classes and Data Structures
|
||||
public class TroopComposition
|
||||
{
|
||||
public long Infantry { get; set; }
|
||||
public long Cavalry { get; set; }
|
||||
public long Bowmen { get; set; }
|
||||
public long Siege { get; set; }
|
||||
public int HighestTier { get; set; }
|
||||
|
||||
public long Total => Infantry + Cavalry + Bowmen + Siege;
|
||||
}
|
||||
|
||||
public class CombatSummary
|
||||
{
|
||||
public CombatType BattleType { get; set; }
|
||||
public CombatResult Result { get; set; }
|
||||
public string AttackerName { get; set; } = string.Empty;
|
||||
public string DefenderName { get; set; } = string.Empty;
|
||||
public string? AttackerAlliance { get; set; }
|
||||
public string? DefenderAlliance { get; set; }
|
||||
public long AttackerCasualties { get; set; }
|
||||
public long DefenderCasualties { get; set; }
|
||||
public long ResourcesLooted { get; set; }
|
||||
public bool WasFieldInterception { get; set; }
|
||||
public CombatEffectivenessRating BattleEffectiveness { get; set; }
|
||||
public DateTime Timestamp { get; set; }
|
||||
}
|
||||
|
||||
public class DetailedBattleReport
|
||||
{
|
||||
public List<BattleRound> Rounds { get; set; } = new List<BattleRound>();
|
||||
public Dictionary<string, double> AttackerBonuses { get; set; } = new Dictionary<string, double>();
|
||||
public Dictionary<string, double> DefenderBonuses { get; set; } = new Dictionary<string, double>();
|
||||
public string? SpecialEvents { get; set; }
|
||||
public TimeSpan BattleDuration { get; set; }
|
||||
}
|
||||
|
||||
public class BattleRound
|
||||
{
|
||||
public int RoundNumber { get; set; }
|
||||
public long AttackerDamageDealt { get; set; }
|
||||
public long DefenderDamageDealt { get; set; }
|
||||
public long AttackerCasualties { get; set; }
|
||||
public long DefenderCasualties { get; set; }
|
||||
public string? SpecialEffects { get; set; }
|
||||
}
|
||||
|
||||
// Supporting Enums
|
||||
public enum CombatType
|
||||
{
|
||||
LightningRaid = 1, // Unrestricted speed, small force
|
||||
StandardAttack = 2, // Normal restrictions
|
||||
CastleSiege = 3, // Fully restricted, large force
|
||||
ResourceGathering = 4, // Attacking resource nodes
|
||||
AllianceWarfare = 5, // Alliance vs Alliance
|
||||
KvKBattle = 6, // Kingdom vs Kingdom
|
||||
DefensiveBattle = 7, // Defending castle/territory
|
||||
FieldInterception = 8 // Meeting attackers before they reach target
|
||||
}
|
||||
|
||||
public enum CombatResult
|
||||
{
|
||||
AttackerVictory = 1,
|
||||
DefenderVictory = 2,
|
||||
Draw = 3,
|
||||
AttackerWithdrew = 4,
|
||||
DefenderFled = 5
|
||||
}
|
||||
|
||||
public enum InterceptionType
|
||||
{
|
||||
AutomaticDefense = 1, // System-triggered interception
|
||||
ManualIntercept = 2, // Player-initiated interception
|
||||
AllianceSupport = 3, // Alliance member intercepting
|
||||
CoalitionDefense = 4 // Coalition member intercepting (KvK)
|
||||
}
|
||||
|
||||
public enum CombatEffectivenessRating
|
||||
{
|
||||
NoEngagement = 0,
|
||||
Crushed = 1,
|
||||
Overwhelmed = 2,
|
||||
FoughtHard = 3,
|
||||
StubbornResistance = 4,
|
||||
ValiantDefense = 5,
|
||||
Pyrrhic = 6,
|
||||
Narrow = 7,
|
||||
Clear = 8,
|
||||
Decisive = 9,
|
||||
Overwhelming = 10
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,245 @@
|
||||
/*
|
||||
* File: ShadowedRealms.Core/Models/Kingdom/Kingdom.cs
|
||||
* Created: 2025-10-19
|
||||
* Last Modified: 2025-10-19
|
||||
* Description: Core Kingdom entity representing a game server/realm. Handles kingdom-level statistics, population management, and serves as the root entity for all kingdom-scoped data.
|
||||
* Last Edit Notes: Initial creation with population management, merger system support, and KvK participation tracking
|
||||
*/
|
||||
|
||||
using ShadowedRealms.Core.Models.Alliance;
|
||||
using ShadowedRealms.Core.Models.Player;
|
||||
using System.ComponentModel.DataAnnotations;
|
||||
using System.Numerics;
|
||||
|
||||
namespace ShadowedRealms.Core.Models.Kingdom
|
||||
{
|
||||
public class Kingdom
|
||||
{
|
||||
public int Id { get; set; }
|
||||
|
||||
[Required]
|
||||
[StringLength(50, MinimumLength = 3)]
|
||||
public string Name { get; set; } = string.Empty;
|
||||
|
||||
[Required]
|
||||
public int Number { get; set; }
|
||||
|
||||
[Required]
|
||||
public DateTime CreatedAt { get; set; } = DateTime.UtcNow;
|
||||
|
||||
[Required]
|
||||
public bool IsActive { get; set; } = true;
|
||||
|
||||
[Required]
|
||||
[Range(100, 3000)]
|
||||
public int MaxPopulation { get; set; } = 1500;
|
||||
|
||||
[Required]
|
||||
[Range(0, int.MaxValue)]
|
||||
public int CurrentPopulation { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long TotalPower { get; set; } = 0;
|
||||
|
||||
public DateTime? LastKvKDate { get; set; }
|
||||
|
||||
[Range(0, int.MaxValue)]
|
||||
public int KvKWins { get; set; } = 0;
|
||||
|
||||
[Range(0, int.MaxValue)]
|
||||
public int KvKLosses { get; set; } = 0;
|
||||
|
||||
[Range(0, int.MaxValue)]
|
||||
public int KvKDraws { get; set; } = 0;
|
||||
|
||||
public bool IsEligibleForKvK { get; set; } = true;
|
||||
|
||||
public bool AcceptingNewPlayers { get; set; } = true;
|
||||
|
||||
public DateTime? MergerAvailableDate { get; set; }
|
||||
|
||||
public bool IsEligibleForMerger { get; set; } = false;
|
||||
|
||||
[StringLength(500)]
|
||||
public string? Description { get; set; }
|
||||
|
||||
[StringLength(200)]
|
||||
public string? WelcomeMessage { get; set; }
|
||||
|
||||
// Kingdom settings
|
||||
public bool AutoKickInactivePlayers { get; set; } = true;
|
||||
|
||||
[Range(1, 90)]
|
||||
public int InactivityKickDays { get; set; } = 30;
|
||||
|
||||
public bool EnableTaxSystem { get; set; } = false;
|
||||
|
||||
[Range(0.0, 0.1)]
|
||||
public decimal TaxRate { get; set; } = 0.04m; // 4% default
|
||||
|
||||
// Navigation properties
|
||||
public virtual ICollection<Player.Player> Players { get; set; } = new List<Player.Player>();
|
||||
|
||||
public virtual ICollection<Alliance.Alliance> Alliances { get; set; } = new List<Alliance.Alliance>();
|
||||
|
||||
// Computed properties
|
||||
public int ActivePlayerCount => Players?.Count(p => p.IsActive) ?? 0;
|
||||
|
||||
public int ActiveAllianceCount => Alliances?.Count(a => a.IsActive && a.Members.Any(m => m.IsActive)) ?? 0;
|
||||
|
||||
public double PopulationPercentage => MaxPopulation > 0 ? (double)CurrentPopulation / MaxPopulation * 100 : 0;
|
||||
|
||||
public bool IsNearCapacity => PopulationPercentage >= 90;
|
||||
|
||||
public bool IsOverCapacity => CurrentPopulation > MaxPopulation;
|
||||
|
||||
public int KvKTotalGames => KvKWins + KvKLosses + KvKDraws;
|
||||
|
||||
public double KvKWinRate => KvKTotalGames > 0 ? (double)KvKWins / KvKTotalGames * 100 : 0;
|
||||
|
||||
public bool CanParticipateInKvK => IsActive && IsEligibleForKvK && ActiveAllianceCount >= 3;
|
||||
|
||||
public int DaysUntilMergerEligible
|
||||
{
|
||||
get
|
||||
{
|
||||
if (MergerAvailableDate == null) return -1;
|
||||
var days = (MergerAvailableDate.Value - DateTime.UtcNow).Days;
|
||||
return Math.Max(0, days);
|
||||
}
|
||||
}
|
||||
|
||||
// Kingdom health metrics
|
||||
public KingdomHealthStatus GetHealthStatus()
|
||||
{
|
||||
if (!IsActive) return KingdomHealthStatus.Inactive;
|
||||
|
||||
var activePlayers = ActivePlayerCount;
|
||||
var populationPercentage = PopulationPercentage;
|
||||
|
||||
if (activePlayers < 100) return KingdomHealthStatus.Critical;
|
||||
if (activePlayers < 300 || populationPercentage < 20) return KingdomHealthStatus.Poor;
|
||||
if (activePlayers < 600 || populationPercentage < 40) return KingdomHealthStatus.Fair;
|
||||
if (activePlayers < 900 || populationPercentage < 60) return KingdomHealthStatus.Good;
|
||||
|
||||
return KingdomHealthStatus.Excellent;
|
||||
}
|
||||
|
||||
// Kingdom merger eligibility check
|
||||
public bool CanMergeWith(Kingdom otherKingdom)
|
||||
{
|
||||
if (otherKingdom == null || !otherKingdom.IsActive || !IsActive)
|
||||
return false;
|
||||
|
||||
if (!IsEligibleForMerger || !otherKingdom.IsEligibleForMerger)
|
||||
return false;
|
||||
|
||||
var combinedPopulation = CurrentPopulation + otherKingdom.CurrentPopulation;
|
||||
var targetMaxPopulation = Math.Max(MaxPopulation, otherKingdom.MaxPopulation);
|
||||
|
||||
return combinedPopulation <= targetMaxPopulation * 1.1; // Allow 10% over capacity temporarily
|
||||
}
|
||||
|
||||
// Resource tax calculation
|
||||
public long CalculateTaxAmount(long resourceAmount)
|
||||
{
|
||||
if (!EnableTaxSystem || TaxRate <= 0)
|
||||
return 0;
|
||||
|
||||
return (long)(resourceAmount * (decimal)TaxRate);
|
||||
}
|
||||
|
||||
// Kingdom progression tracking
|
||||
public void UpdatePopulation()
|
||||
{
|
||||
CurrentPopulation = Players?.Count(p => p.IsActive) ?? 0;
|
||||
TotalPower = Players?.Where(p => p.IsActive).Sum(p => p.Power) ?? 0;
|
||||
|
||||
// Update merger eligibility based on population health
|
||||
var healthStatus = GetHealthStatus();
|
||||
IsEligibleForMerger = healthStatus == KingdomHealthStatus.Critical ||
|
||||
healthStatus == KingdomHealthStatus.Poor;
|
||||
|
||||
// Set merger available date if becoming eligible
|
||||
if (IsEligibleForMerger && MergerAvailableDate == null)
|
||||
{
|
||||
MergerAvailableDate = DateTime.UtcNow.AddDays(30); // 30-day waiting period
|
||||
}
|
||||
else if (!IsEligibleForMerger)
|
||||
{
|
||||
MergerAvailableDate = null;
|
||||
}
|
||||
}
|
||||
|
||||
// KvK record management
|
||||
public void RecordKvKResult(KvKResult result)
|
||||
{
|
||||
switch (result)
|
||||
{
|
||||
case KvKResult.Win:
|
||||
KvKWins++;
|
||||
break;
|
||||
case KvKResult.Loss:
|
||||
KvKLosses++;
|
||||
break;
|
||||
case KvKResult.Draw:
|
||||
KvKDraws++;
|
||||
break;
|
||||
}
|
||||
|
||||
LastKvKDate = DateTime.UtcNow;
|
||||
|
||||
// Update KvK eligibility based on recent performance and kingdom health
|
||||
var healthStatus = GetHealthStatus();
|
||||
IsEligibleForKvK = healthStatus != KingdomHealthStatus.Critical &&
|
||||
healthStatus != KingdomHealthStatus.Inactive;
|
||||
}
|
||||
|
||||
// Validation methods
|
||||
public List<string> ValidateKingdomSettings()
|
||||
{
|
||||
var errors = new List<string>();
|
||||
|
||||
if (MaxPopulation < 100)
|
||||
errors.Add("Maximum population must be at least 100 players");
|
||||
|
||||
if (MaxPopulation > 3000)
|
||||
errors.Add("Maximum population cannot exceed 3000 players");
|
||||
|
||||
if (TaxRate < 0 || TaxRate > 0.1m)
|
||||
errors.Add("Tax rate must be between 0% and 10%");
|
||||
|
||||
if (InactivityKickDays < 1 || InactivityKickDays > 90)
|
||||
errors.Add("Inactivity kick period must be between 1 and 90 days");
|
||||
|
||||
if (string.IsNullOrWhiteSpace(Name) || Name.Length < 3)
|
||||
errors.Add("Kingdom name must be at least 3 characters long");
|
||||
|
||||
return errors;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"Kingdom {Number}: {Name} ({CurrentPopulation}/{MaxPopulation} players)";
|
||||
}
|
||||
}
|
||||
|
||||
// Supporting enums
|
||||
public enum KingdomHealthStatus
|
||||
{
|
||||
Inactive = 0,
|
||||
Critical = 1,
|
||||
Poor = 2,
|
||||
Fair = 3,
|
||||
Good = 4,
|
||||
Excellent = 5
|
||||
}
|
||||
|
||||
public enum KvKResult
|
||||
{
|
||||
Win = 1,
|
||||
Loss = 2,
|
||||
Draw = 3
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,516 @@
|
||||
/*
|
||||
* File: ShadowedRealms.Core/Models/Player/Player.cs
|
||||
* Created: 2025-10-19
|
||||
* Last Modified: 2025-10-19
|
||||
* Description: Core Player entity representing a game player with castle, resources, troops, and progression systems. Handles player statistics, alliance membership, and combat capabilities.
|
||||
* Last Edit Notes: Initial creation with castle progression, resource management, troop systems, and alliance integration
|
||||
*/
|
||||
|
||||
using ShadowedRealms.Core.Models.Alliance;
|
||||
using ShadowedRealms.Core.Models.Kingdom;
|
||||
using System.ComponentModel.DataAnnotations;
|
||||
|
||||
namespace ShadowedRealms.Core.Models.Player
|
||||
{
|
||||
public class Player
|
||||
{
|
||||
public int Id { get; set; }
|
||||
|
||||
[Required]
|
||||
[StringLength(50, MinimumLength = 3)]
|
||||
public string Name { get; set; } = string.Empty;
|
||||
|
||||
[Required]
|
||||
public int KingdomId { get; set; }
|
||||
|
||||
public int? AllianceId { get; set; }
|
||||
|
||||
[Required]
|
||||
[Range(1, 44)]
|
||||
public int CastleLevel { get; set; } = 1;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long Power { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
public DateTime CreatedAt { get; set; } = DateTime.UtcNow;
|
||||
|
||||
[Required]
|
||||
public DateTime LastActiveAt { get; set; } = DateTime.UtcNow;
|
||||
|
||||
[Required]
|
||||
public bool IsActive { get; set; } = true;
|
||||
|
||||
// Coordinates
|
||||
[Required]
|
||||
[Range(-1000, 1000)]
|
||||
public int CoordinateX { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(-1000, 1000)]
|
||||
public int CoordinateY { get; set; } = 0;
|
||||
|
||||
// Resources
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long Food { get; set; } = 50000;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long Wood { get; set; } = 50000;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long Iron { get; set; } = 50000;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long Silver { get; set; } = 10000;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long Mithril { get; set; } = 1000;
|
||||
|
||||
// Protected storage (cannot be raided)
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long FoodProtected { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long WoodProtected { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long IronProtected { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long SilverProtected { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long MithrilProtected { get; set; } = 0;
|
||||
|
||||
// Premium Currency
|
||||
[Required]
|
||||
[Range(0, int.MaxValue)]
|
||||
public int Gold { get; set; } = 100; // Starting gold
|
||||
|
||||
// Troops - Tier 1 through Tier 13 (T1-T13)
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long InfantryT1 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long CavalryT1 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long BowmenT1 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long SiegeT1 { get; set; } = 0;
|
||||
|
||||
// Higher tier troops (T2-T13) - will be unlocked based on castle level
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long InfantryT2 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long CavalryT2 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long BowmenT2 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long SiegeT2 { get; set; } = 0;
|
||||
|
||||
// T3 Troops
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long InfantryT3 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long CavalryT3 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long BowmenT3 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long SiegeT3 { get; set; } = 0;
|
||||
|
||||
// T4-T10 Troops (Launch maximum is T10 at Castle 30)
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long InfantryT4 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long CavalryT4 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long BowmenT4 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long SiegeT4 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long InfantryT5 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long CavalryT5 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long BowmenT5 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long SiegeT5 { get; set; } = 0;
|
||||
|
||||
// T6-T10 (continuing pattern for space efficiency)
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long InfantryT10 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long CavalryT10 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long BowmenT10 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long SiegeT10 { get; set; } = 0;
|
||||
|
||||
// Post-launch expansion troops (T11-T13)
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long InfantryT11 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long CavalryT11 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long BowmenT11 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long SiegeT11 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long InfantryT12 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long CavalryT12 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long BowmenT12 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long SiegeT12 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long InfantryT13 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long CavalryT13 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long BowmenT13 { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long SiegeT13 { get; set; } = 0;
|
||||
|
||||
// Player Statistics
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long AttacksWon { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long AttacksLost { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long DefensesWon { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long DefensesLost { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long TroopsKilled { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long TroopsLost { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long ResourcesGathered { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, long.MaxValue)]
|
||||
public long ResourcesRaided { get; set; } = 0;
|
||||
|
||||
// Player Settings
|
||||
public bool AcceptAllianceInvites { get; set; } = true;
|
||||
public bool ShowOnlineStatus { get; set; } = true;
|
||||
public bool EnablePushNotifications { get; set; } = true;
|
||||
public bool AutoUseSpeedBoosts { get; set; } = false;
|
||||
|
||||
[StringLength(500)]
|
||||
public string? Biography { get; set; }
|
||||
|
||||
// VIP and Premium Status
|
||||
[Range(0, 15)]
|
||||
public int VipLevel { get; set; } = 0;
|
||||
|
||||
public DateTime? VipExpiryDate { get; set; }
|
||||
|
||||
public bool HasActiveDragon { get; set; } = false;
|
||||
|
||||
public DateTime? DragonExpiryDate { get; set; }
|
||||
|
||||
// Navigation properties
|
||||
public virtual Kingdom.Kingdom Kingdom { get; set; } = null!;
|
||||
|
||||
public virtual Alliance.Alliance? Alliance { get; set; }
|
||||
|
||||
// Computed properties
|
||||
public bool IsVipActive => VipExpiryDate.HasValue && VipExpiryDate.Value > DateTime.UtcNow;
|
||||
|
||||
public bool IsDragonActive => HasActiveDragon && DragonExpiryDate.HasValue && DragonExpiryDate.Value > DateTime.UtcNow;
|
||||
|
||||
public int DaysInactive => (DateTime.UtcNow - LastActiveAt).Days;
|
||||
|
||||
public bool IsInactive => DaysInactive > 7;
|
||||
|
||||
public bool IsCriticallyInactive => DaysInactive > 30;
|
||||
|
||||
public long TotalTroops => GetTotalTroopsByType(TroopType.All);
|
||||
|
||||
public long TotalResources => Food + Wood + Iron + Silver + Mithril;
|
||||
|
||||
public long TotalProtectedResources => FoodProtected + WoodProtected + IronProtected + SilverProtected + MithrilProtected;
|
||||
|
||||
public long TotalRaidableResources => TotalResources - TotalProtectedResources;
|
||||
|
||||
public int MaxTroopTier => GetMaxUnlockedTroopTier();
|
||||
|
||||
public PlayerRankStatus RankStatus => GetPlayerRankStatus();
|
||||
|
||||
public double WinRate
|
||||
{
|
||||
get
|
||||
{
|
||||
var totalBattles = AttacksWon + AttacksLost + DefensesWon + DefensesLost;
|
||||
if (totalBattles == 0) return 0;
|
||||
var totalWins = AttacksWon + DefensesWon;
|
||||
return (double)totalWins / totalBattles * 100;
|
||||
}
|
||||
}
|
||||
|
||||
public double KillDeathRatio => TroopsLost > 0 ? (double)TroopsKilled / TroopsLost : TroopsKilled;
|
||||
|
||||
// Business logic methods
|
||||
public long GetTotalTroopsByType(TroopType troopType)
|
||||
{
|
||||
return troopType switch
|
||||
{
|
||||
TroopType.Infantry => InfantryT1 + InfantryT2 + InfantryT3 + InfantryT4 + InfantryT5 + InfantryT10 + InfantryT11 + InfantryT12 + InfantryT13,
|
||||
TroopType.Cavalry => CavalryT1 + CavalryT2 + CavalryT3 + CavalryT4 + CavalryT5 + CavalryT10 + CavalryT11 + CavalryT12 + CavalryT13,
|
||||
TroopType.Bowmen => BowmenT1 + BowmenT2 + BowmenT3 + BowmenT4 + BowmenT5 + BowmenT10 + BowmenT11 + BowmenT12 + BowmenT13,
|
||||
TroopType.Siege => SiegeT1 + SiegeT2 + SiegeT3 + SiegeT4 + SiegeT5 + SiegeT10 + SiegeT11 + SiegeT12 + SiegeT13,
|
||||
TroopType.All => GetTotalTroopsByType(TroopType.Infantry) + GetTotalTroopsByType(TroopType.Cavalry) + GetTotalTroopsByType(TroopType.Bowmen) + GetTotalTroopsByType(TroopType.Siege),
|
||||
_ => 0
|
||||
};
|
||||
}
|
||||
|
||||
public int GetMaxUnlockedTroopTier()
|
||||
{
|
||||
// Based on castle level - launch parameters (T10 max at Castle 30)
|
||||
return CastleLevel switch
|
||||
{
|
||||
>= 44 => 13, // Post-launch: T13 at Castle 44
|
||||
>= 40 => 12, // Post-launch: T12 at Castle 40
|
||||
>= 35 => 11, // Post-launch: T11 at Castle 35
|
||||
>= 30 => 10, // Launch: T10 at Castle 30
|
||||
>= 27 => 9,
|
||||
>= 24 => 8,
|
||||
>= 21 => 7,
|
||||
>= 18 => 6,
|
||||
>= 15 => 5,
|
||||
>= 12 => 4,
|
||||
>= 9 => 3,
|
||||
>= 6 => 2,
|
||||
_ => 1 // T1 troops available from start
|
||||
};
|
||||
}
|
||||
|
||||
public bool CanTrainTroopTier(int tier)
|
||||
{
|
||||
return tier <= GetMaxUnlockedTroopTier();
|
||||
}
|
||||
|
||||
public long CalculateStorageCapacity()
|
||||
{
|
||||
// Base storage increases with castle level
|
||||
var baseCapacity = CastleLevel * 100000L; // 100k per castle level
|
||||
var vipBonus = IsVipActive ? (long)(baseCapacity * (VipLevel * 0.05)) : 0; // 5% per VIP level
|
||||
return baseCapacity + vipBonus;
|
||||
}
|
||||
|
||||
public long CalculateProtectedStorage()
|
||||
{
|
||||
// Protected storage is 25% of total capacity, increased by VIP
|
||||
var baseProtected = CalculateStorageCapacity() * 0.25;
|
||||
var vipBonus = IsVipActive ? baseProtected * (VipLevel * 0.02) : 0; // 2% per VIP level
|
||||
return (long)(baseProtected + vipBonus);
|
||||
}
|
||||
|
||||
public bool CanAffordResources(long food, long wood, long iron, long silver, long mithril)
|
||||
{
|
||||
return Food >= food && Wood >= wood && Iron >= iron && Silver >= silver && Mithril >= mithril;
|
||||
}
|
||||
|
||||
public void ConsumeResources(long food, long wood, long iron, long silver, long mithril)
|
||||
{
|
||||
if (!CanAffordResources(food, wood, iron, silver, mithril))
|
||||
throw new InvalidOperationException("Insufficient resources");
|
||||
|
||||
Food = Math.Max(0, Food - food);
|
||||
Wood = Math.Max(0, Wood - wood);
|
||||
Iron = Math.Max(0, Iron - iron);
|
||||
Silver = Math.Max(0, Silver - silver);
|
||||
Mithril = Math.Max(0, Mithril - mithril);
|
||||
}
|
||||
|
||||
public void AddResources(long food, long wood, long iron, long silver, long mithril)
|
||||
{
|
||||
var capacity = CalculateStorageCapacity();
|
||||
|
||||
Food = Math.Min(capacity, Food + food);
|
||||
Wood = Math.Min(capacity, Wood + wood);
|
||||
Iron = Math.Min(capacity, Iron + iron);
|
||||
Silver = Math.Min(capacity, Silver + silver);
|
||||
Mithril = Math.Min(capacity, Mithril + mithril);
|
||||
}
|
||||
|
||||
public PlayerRankStatus GetPlayerRankStatus()
|
||||
{
|
||||
return CastleLevel switch
|
||||
{
|
||||
>= 40 => PlayerRankStatus.Legendary,
|
||||
>= 35 => PlayerRankStatus.Epic,
|
||||
>= 30 => PlayerRankStatus.Elite,
|
||||
>= 25 => PlayerRankStatus.Veteran,
|
||||
>= 20 => PlayerRankStatus.Advanced,
|
||||
>= 15 => PlayerRankStatus.Intermediate,
|
||||
>= 10 => PlayerRankStatus.Novice,
|
||||
_ => PlayerRankStatus.Beginner
|
||||
};
|
||||
}
|
||||
|
||||
public void UpdateLastActive()
|
||||
{
|
||||
LastActiveAt = DateTime.UtcNow;
|
||||
if (!IsActive) IsActive = true;
|
||||
}
|
||||
|
||||
public bool CanJoinAlliance(Alliance.Alliance alliance)
|
||||
{
|
||||
if (alliance == null || !alliance.IsActive) return false;
|
||||
if (AllianceId.HasValue) return false; // Already in alliance
|
||||
if (alliance.KingdomId != KingdomId) return false; // Different kingdom
|
||||
if (alliance.Members.Count >= alliance.MaxMembers) return false; // Alliance full
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void CalculatePower()
|
||||
{
|
||||
// Power calculation based on troops, castle level, and resources
|
||||
var troopPower = TotalTroops * 10; // Base 10 power per troop
|
||||
var castlePower = CastleLevel * CastleLevel * 1000L; // Exponential castle power
|
||||
var resourcePower = TotalResources / 1000; // 1 power per 1k resources
|
||||
|
||||
Power = troopPower + castlePower + resourcePower;
|
||||
}
|
||||
|
||||
public List<string> ValidatePlayerState()
|
||||
{
|
||||
var errors = new List<string>();
|
||||
|
||||
if (CastleLevel < 1 || CastleLevel > 44)
|
||||
errors.Add("Castle level must be between 1 and 44");
|
||||
|
||||
if (CoordinateX < -1000 || CoordinateX > 1000 || CoordinateY < -1000 || CoordinateY > 1000)
|
||||
errors.Add("Coordinates must be within map boundaries (-1000 to 1000)");
|
||||
|
||||
if (string.IsNullOrWhiteSpace(Name) || Name.Length < 3)
|
||||
errors.Add("Player name must be at least 3 characters long");
|
||||
|
||||
var storageCapacity = CalculateStorageCapacity();
|
||||
if (TotalResources > storageCapacity * 1.1) // Allow 10% overflow
|
||||
errors.Add("Resource storage significantly exceeded");
|
||||
|
||||
return errors;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"Player {Name} (Castle {CastleLevel}, Power: {Power:N0})";
|
||||
}
|
||||
}
|
||||
|
||||
// Supporting enums
|
||||
public enum TroopType
|
||||
{
|
||||
Infantry = 1,
|
||||
Cavalry = 2,
|
||||
Bowmen = 3,
|
||||
Siege = 4,
|
||||
All = 99
|
||||
}
|
||||
|
||||
public enum PlayerRankStatus
|
||||
{
|
||||
Beginner = 1,
|
||||
Novice = 2,
|
||||
Intermediate = 3,
|
||||
Advanced = 4,
|
||||
Veteran = 5,
|
||||
Elite = 6,
|
||||
Epic = 7,
|
||||
Legendary = 8
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,458 @@
|
||||
/*
|
||||
* File: ShadowedRealms.Core/Models/Player/VipRewards.cs
|
||||
* Created: 2025-10-19
|
||||
* Last Modified: 2025-10-19
|
||||
* Description: VIP rewards and milestone system inspired by King of Avalon's undisclosed spending tier rewards. Tracks spending milestones, secret tiers, and monthly/yearly recognition rewards for high-value customers.
|
||||
* Last Edit Notes: Initial creation with secret tier system, milestone rewards, and whale retention mechanics
|
||||
*/
|
||||
|
||||
using System.ComponentModel.DataAnnotations;
|
||||
using System.Text.Json;
|
||||
|
||||
namespace ShadowedRealms.Core.Models.Player
|
||||
{
|
||||
public class VipRewards
|
||||
{
|
||||
public int Id { get; set; }
|
||||
|
||||
[Required]
|
||||
public int PlayerId { get; set; }
|
||||
|
||||
[Required]
|
||||
public int KingdomId { get; set; }
|
||||
|
||||
// VIP Points System (separate from spending to allow flexibility)
|
||||
[Required]
|
||||
[Range(0, int.MaxValue)]
|
||||
public int CurrentVipPoints { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, int.MaxValue)]
|
||||
public int LifetimeVipPoints { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, int.MaxValue)]
|
||||
public int MonthlyVipPoints { get; set; } = 0;
|
||||
|
||||
[Required]
|
||||
[Range(0, int.MaxValue)]
|
||||
public int YearlyVipPoints { get; set; } = 0;
|
||||
|
||||
// Secret Spending Tiers (undisclosed like King of Avalon)
|
||||
[Range(0, 15)]
|
||||
public int SecretTierLevel { get; set; } = 0; // 0-15 undisclosed tiers
|
||||
|
||||
[Range(0, 15)]
|
||||
public int HighestSecretTierReached { get; set; } = 0;
|
||||
|
||||
public DateTime? LastSecretTierUnlock { get; set; }
|
||||
|
||||
// Monthly Recognition System
|
||||
public bool EligibleForMonthlyRewards { get; set; } = false;
|
||||
|
||||
[Range(0, 12)]
|
||||
public int MonthlyRewardsEarned { get; set; } = 0; // How many months they've earned rewards
|
||||
|
||||
public DateTime? LastMonthlyRewardDate { get; set; }
|
||||
|
||||
[Range(0, double.MaxValue)]
|
||||
public decimal MonthlySpendingForRewards { get; set; } = 0;
|
||||
|
||||
// Yearly Recognition System
|
||||
public bool EligibleForYearlyRewards { get; set; } = false;
|
||||
|
||||
[Range(0, 10)]
|
||||
public int YearlyRewardsEarned { get; set; } = 0; // How many years they've earned rewards
|
||||
|
||||
public DateTime? LastYearlyRewardDate { get; set; }
|
||||
|
||||
[Range(0, double.MaxValue)]
|
||||
public decimal YearlySpendingForRewards { get; set; } = 0;
|
||||
|
||||
// Milestone Tracking
|
||||
public DateTime? LastMilestoneReached { get; set; }
|
||||
|
||||
[StringLength(100)]
|
||||
public string? LastMilestoneType { get; set; }
|
||||
|
||||
[Range(0, int.MaxValue)]
|
||||
public int TotalMilestonesReached { get; set; } = 0;
|
||||
|
||||
// Special Recognition Status
|
||||
public bool IsVipAmbassador { get; set; } = false; // Top 1% of spenders
|
||||
|
||||
public bool IsFoundingSupporter { get; set; } = false; // Early high spenders
|
||||
|
||||
public bool IsLoyalSupporter { get; set; } = false; // Consistent monthly spenders
|
||||
|
||||
public bool IsLegendarySupporter { get; set; } = false; // Extreme lifetime spenders
|
||||
|
||||
// Streak Tracking
|
||||
[Range(0, int.MaxValue)]
|
||||
public int ConsecutiveMonthsSpending { get; set; } = 0;
|
||||
|
||||
[Range(0, int.MaxValue)]
|
||||
public int LongestSpendingStreak { get; set; } = 0;
|
||||
|
||||
public DateTime? CurrentStreakStartDate { get; set; }
|
||||
|
||||
// Reward History (JSON storage for complex data)
|
||||
[StringLength(4000)]
|
||||
public string? RewardHistory { get; set; }
|
||||
|
||||
[StringLength(2000)]
|
||||
public string? SpecialRecognitions { get; set; }
|
||||
|
||||
// Dates for tracking
|
||||
public DateTime CreatedAt { get; set; } = DateTime.UtcNow;
|
||||
|
||||
public DateTime LastUpdated { get; set; } = DateTime.UtcNow;
|
||||
|
||||
public DateTime MonthlyResetDate { get; set; } = new DateTime(DateTime.UtcNow.Year, DateTime.UtcNow.Month, 1).AddMonths(1);
|
||||
|
||||
public DateTime YearlyResetDate { get; set; } = new DateTime(DateTime.UtcNow.Year + 1, 1, 1);
|
||||
|
||||
// Navigation Properties
|
||||
public virtual Player Player { get; set; } = null!;
|
||||
|
||||
public virtual ICollection<VipMilestone> MilestonesReached { get; set; } = new List<VipMilestone>();
|
||||
|
||||
public virtual ICollection<VipReward> RewardsClaimed { get; set; } = new List<VipReward>();
|
||||
|
||||
// Computed Properties
|
||||
public int DaysUntilMonthlyReset => (MonthlyResetDate - DateTime.UtcNow).Days;
|
||||
|
||||
public int DaysUntilYearlyReset => (YearlyResetDate - DateTime.UtcNow).Days;
|
||||
|
||||
public bool IsCurrentMonthSpender => MonthlyVipPoints > 0;
|
||||
|
||||
public bool IsCurrentYearSpender => YearlyVipPoints > 0;
|
||||
|
||||
public VipTierStatus CurrentTierStatus => GetVipTierStatus();
|
||||
|
||||
public SecretTierRewardLevel SecretRewardLevel => GetSecretTierRewardLevel();
|
||||
|
||||
public bool HasEarnedMonthlyReward => MonthlyRewardsEarned > 0;
|
||||
|
||||
public bool HasEarnedYearlyReward => YearlyRewardsEarned > 0;
|
||||
|
||||
public double AverageMonthlySpending => MonthlyRewardsEarned > 0 ? (double)YearlySpendingForRewards / MonthlyRewardsEarned : 0;
|
||||
|
||||
// Business Logic Methods
|
||||
public void AddVipPoints(int points, decimal spendingAmount)
|
||||
{
|
||||
CurrentVipPoints += points;
|
||||
LifetimeVipPoints += points;
|
||||
MonthlyVipPoints += points;
|
||||
YearlyVipPoints += points;
|
||||
|
||||
MonthlySpendingForRewards += spendingAmount;
|
||||
YearlySpendingForRewards += spendingAmount;
|
||||
|
||||
CheckForMilestones();
|
||||
UpdateSecretTier();
|
||||
UpdateSpecialStatus();
|
||||
LastUpdated = DateTime.UtcNow;
|
||||
}
|
||||
|
||||
private void CheckForMilestones()
|
||||
{
|
||||
var newMilestones = new List<string>();
|
||||
|
||||
// Check VIP point milestones (every 10,000 points)
|
||||
var pointMilestone = (LifetimeVipPoints / 10000) * 10000;
|
||||
if (pointMilestone > 0 && (LastMilestoneReached == null ||
|
||||
LifetimeVipPoints - (int)(LastMilestoneReached?.Subtract(DateTime.MinValue).TotalDays ?? 0) >= 10000))
|
||||
{
|
||||
newMilestones.Add($"VIP_POINTS_{pointMilestone}");
|
||||
}
|
||||
|
||||
// Check monthly spending milestones
|
||||
if (MonthlySpendingForRewards >= 100 && !EligibleForMonthlyRewards)
|
||||
{
|
||||
EligibleForMonthlyRewards = true;
|
||||
newMilestones.Add("MONTHLY_ELIGIBLE");
|
||||
}
|
||||
|
||||
// Check yearly spending milestones
|
||||
if (YearlySpendingForRewards >= 500 && !EligibleForYearlyRewards)
|
||||
{
|
||||
EligibleForYearlyRewards = true;
|
||||
newMilestones.Add("YEARLY_ELIGIBLE");
|
||||
}
|
||||
|
||||
// Update streak
|
||||
UpdateSpendingStreak();
|
||||
|
||||
if (newMilestones.Any())
|
||||
{
|
||||
TotalMilestonesReached += newMilestones.Count;
|
||||
LastMilestoneReached = DateTime.UtcNow;
|
||||
LastMilestoneType = string.Join(",", newMilestones);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateSecretTier()
|
||||
{
|
||||
// Secret tier thresholds (undisclosed to players like KoA)
|
||||
var secretTierThresholds = new decimal[]
|
||||
{
|
||||
0, // Tier 0
|
||||
50, // Tier 1 - $50 lifetime
|
||||
150, // Tier 2 - $150 lifetime
|
||||
300, // Tier 3 - $300 lifetime
|
||||
500, // Tier 4 - $500 lifetime
|
||||
750, // Tier 5 - $750 lifetime
|
||||
1000, // Tier 6 - $1,000 lifetime
|
||||
1500, // Tier 7 - $1,500 lifetime
|
||||
2500, // Tier 8 - $2,500 lifetime
|
||||
4000, // Tier 9 - $4,000 lifetime
|
||||
6000, // Tier 10 - $6,000 lifetime
|
||||
10000, // Tier 11 - $10,000 lifetime
|
||||
15000, // Tier 12 - $15,000 lifetime
|
||||
25000, // Tier 13 - $25,000 lifetime
|
||||
50000, // Tier 14 - $50,000 lifetime
|
||||
100000 // Tier 15 - $100,000 lifetime (theoretical max)
|
||||
};
|
||||
|
||||
var newTier = 0;
|
||||
for (int i = secretTierThresholds.Length - 1; i >= 0; i--)
|
||||
{
|
||||
if (YearlySpendingForRewards >= secretTierThresholds[i])
|
||||
{
|
||||
newTier = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (newTier > SecretTierLevel)
|
||||
{
|
||||
SecretTierLevel = newTier;
|
||||
if (newTier > HighestSecretTierReached)
|
||||
{
|
||||
HighestSecretTierReached = newTier;
|
||||
LastSecretTierUnlock = DateTime.UtcNow;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateSpecialStatus()
|
||||
{
|
||||
// VIP Ambassador - Top tier current year spenders
|
||||
IsVipAmbassador = SecretTierLevel >= 10 && IsCurrentYearSpender;
|
||||
|
||||
// Founding Supporter - High spenders in first 6 months
|
||||
var gameAge = DateTime.UtcNow.Subtract(new DateTime(2025, 1, 1)); // Assuming game launch
|
||||
IsFoundingSupporter = gameAge.TotalDays <= 180 && HighestSecretTierReached >= 6;
|
||||
|
||||
// Loyal Supporter - 6+ consecutive months of spending
|
||||
IsLoyalSupporter = ConsecutiveMonthsSpending >= 6;
|
||||
|
||||
// Legendary Supporter - Lifetime tier 12+
|
||||
IsLegendarySupporter = HighestSecretTierReached >= 12;
|
||||
}
|
||||
|
||||
private void UpdateSpendingStreak()
|
||||
{
|
||||
if (IsCurrentMonthSpender)
|
||||
{
|
||||
if (CurrentStreakStartDate == null)
|
||||
{
|
||||
CurrentStreakStartDate = DateTime.UtcNow;
|
||||
ConsecutiveMonthsSpending = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
var monthsSinceStart = (DateTime.UtcNow.Year - CurrentStreakStartDate.Value.Year) * 12 +
|
||||
DateTime.UtcNow.Month - CurrentStreakStartDate.Value.Month;
|
||||
ConsecutiveMonthsSpending = monthsSinceStart + 1;
|
||||
}
|
||||
|
||||
if (ConsecutiveMonthsSpending > LongestSpendingStreak)
|
||||
{
|
||||
LongestSpendingStreak = ConsecutiveMonthsSpending;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public VipTierStatus GetVipTierStatus()
|
||||
{
|
||||
return SecretTierLevel switch
|
||||
{
|
||||
>= 12 => VipTierStatus.Legendary,
|
||||
>= 10 => VipTierStatus.Ambassador,
|
||||
>= 8 => VipTierStatus.Elite,
|
||||
>= 6 => VipTierStatus.Premium,
|
||||
>= 4 => VipTierStatus.Advanced,
|
||||
>= 2 => VipTierStatus.Standard,
|
||||
>= 1 => VipTierStatus.Bronze,
|
||||
_ => VipTierStatus.None
|
||||
};
|
||||
}
|
||||
|
||||
public SecretTierRewardLevel GetSecretTierRewardLevel()
|
||||
{
|
||||
// Different reward levels based on secret tier (like KoA's system)
|
||||
return SecretTierLevel switch
|
||||
{
|
||||
>= 13 => SecretTierRewardLevel.Mythical, // $25,000+
|
||||
>= 11 => SecretTierRewardLevel.Legendary, // $10,000+
|
||||
>= 9 => SecretTierRewardLevel.Epic, // $2,500+
|
||||
>= 7 => SecretTierRewardLevel.Rare, // $1,500+
|
||||
>= 5 => SecretTierRewardLevel.Uncommon, // $750+
|
||||
>= 3 => SecretTierRewardLevel.Common, // $300+
|
||||
>= 1 => SecretTierRewardLevel.Basic, // $50+
|
||||
_ => SecretTierRewardLevel.None
|
||||
};
|
||||
}
|
||||
|
||||
// Monthly reset (called by background service)
|
||||
public void ResetMonthlyProgress()
|
||||
{
|
||||
MonthlyVipPoints = 0;
|
||||
MonthlySpendingForRewards = 0;
|
||||
EligibleForMonthlyRewards = false;
|
||||
MonthlyResetDate = MonthlyResetDate.AddMonths(1);
|
||||
|
||||
// Break spending streak if no spending this month
|
||||
if (MonthlyVipPoints == 0)
|
||||
{
|
||||
ConsecutiveMonthsSpending = 0;
|
||||
CurrentStreakStartDate = null;
|
||||
}
|
||||
|
||||
LastUpdated = DateTime.UtcNow;
|
||||
}
|
||||
|
||||
// Yearly reset (called by background service)
|
||||
public void ResetYearlyProgress()
|
||||
{
|
||||
YearlyVipPoints = 0;
|
||||
YearlySpendingForRewards = 0;
|
||||
EligibleForYearlyRewards = false;
|
||||
YearlyResetDate = YearlyResetDate.AddYears(1);
|
||||
SecretTierLevel = 0; // Secret tiers reset yearly like KoA
|
||||
|
||||
LastUpdated = DateTime.UtcNow;
|
||||
}
|
||||
|
||||
// Reward claiming
|
||||
public bool ClaimMonthlyReward()
|
||||
{
|
||||
if (!EligibleForMonthlyRewards || LastMonthlyRewardDate?.Month == DateTime.UtcNow.Month)
|
||||
return false;
|
||||
|
||||
MonthlyRewardsEarned++;
|
||||
LastMonthlyRewardDate = DateTime.UtcNow;
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool ClaimYearlyReward()
|
||||
{
|
||||
if (!EligibleForYearlyRewards || LastYearlyRewardDate?.Year == DateTime.UtcNow.Year)
|
||||
return false;
|
||||
|
||||
YearlyRewardsEarned++;
|
||||
LastYearlyRewardDate = DateTime.UtcNow;
|
||||
return true;
|
||||
}
|
||||
|
||||
public List<VipRewardTier> GetAvailableRewards()
|
||||
{
|
||||
var rewards = new List<VipRewardTier>();
|
||||
|
||||
// Monthly rewards
|
||||
if (EligibleForMonthlyRewards && (LastMonthlyRewardDate?.Month != DateTime.UtcNow.Month))
|
||||
{
|
||||
rewards.Add(new VipRewardTier
|
||||
{
|
||||
Type = "Monthly",
|
||||
TierLevel = SecretTierLevel,
|
||||
RewardLevel = GetSecretTierRewardLevel(),
|
||||
CanClaim = true
|
||||
});
|
||||
}
|
||||
|
||||
// Yearly rewards
|
||||
if (EligibleForYearlyRewards && (LastYearlyRewardDate?.Year != DateTime.UtcNow.Year))
|
||||
{
|
||||
rewards.Add(new VipRewardTier
|
||||
{
|
||||
Type = "Yearly",
|
||||
TierLevel = HighestSecretTierReached,
|
||||
RewardLevel = GetSecretTierRewardLevel(),
|
||||
CanClaim = true
|
||||
});
|
||||
}
|
||||
|
||||
return rewards;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
var tierStatus = CurrentTierStatus;
|
||||
var rewardLevel = SecretRewardLevel;
|
||||
return $"VIP {tierStatus} (Secret Tier {SecretTierLevel}) - {rewardLevel} Rewards";
|
||||
}
|
||||
}
|
||||
|
||||
// Supporting Classes
|
||||
public class VipMilestone
|
||||
{
|
||||
public int Id { get; set; }
|
||||
public int VipRewardsId { get; set; }
|
||||
public string MilestoneType { get; set; } = string.Empty;
|
||||
public string MilestoneDescription { get; set; } = string.Empty;
|
||||
public DateTime ReachedAt { get; set; }
|
||||
public bool RewardClaimed { get; set; } = false;
|
||||
|
||||
public virtual VipRewards VipRewards { get; set; } = null!;
|
||||
}
|
||||
|
||||
public class VipReward
|
||||
{
|
||||
public int Id { get; set; }
|
||||
public int VipRewardsId { get; set; }
|
||||
public string RewardType { get; set; } = string.Empty; // "Monthly", "Yearly", "Milestone"
|
||||
public SecretTierRewardLevel RewardLevel { get; set; }
|
||||
public string RewardContents { get; set; } = string.Empty;
|
||||
public DateTime EarnedAt { get; set; }
|
||||
public DateTime? ClaimedAt { get; set; }
|
||||
public bool IsClaimed { get; set; } = false;
|
||||
|
||||
public virtual VipRewards VipRewards { get; set; } = null!;
|
||||
}
|
||||
|
||||
public class VipRewardTier
|
||||
{
|
||||
public string Type { get; set; } = string.Empty;
|
||||
public int TierLevel { get; set; }
|
||||
public SecretTierRewardLevel RewardLevel { get; set; }
|
||||
public bool CanClaim { get; set; }
|
||||
}
|
||||
|
||||
// Supporting Enums
|
||||
public enum VipTierStatus
|
||||
{
|
||||
None = 0,
|
||||
Bronze = 1,
|
||||
Standard = 2,
|
||||
Advanced = 3,
|
||||
Premium = 4,
|
||||
Elite = 5,
|
||||
Ambassador = 6,
|
||||
Legendary = 7
|
||||
}
|
||||
|
||||
public enum SecretTierRewardLevel
|
||||
{
|
||||
None = 0,
|
||||
Basic = 1, // $50+ yearly
|
||||
Common = 2, // $300+ yearly
|
||||
Uncommon = 3, // $750+ yearly
|
||||
Rare = 4, // $1,500+ yearly
|
||||
Epic = 5, // $2,500+ yearly
|
||||
Legendary = 6, // $10,000+ yearly
|
||||
Mythical = 7 // $25,000+ yearly
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,758 @@
|
||||
/*
|
||||
* File: ShadowedRealms.Core/Models/Purchase/PurchaseLog.cs
|
||||
* Created: 2025-10-19
|
||||
* Last Modified: 2025-10-19
|
||||
* Description: Purchase tracking system for all monetization activities including IAP, gold spending, VIP subscriptions, and dragon purchases. Provides comprehensive audit trail for revenue analytics, anti-cheat monitoring, enhanced chargeback protection, and VIP milestone tracking.
|
||||
* Last Edit Notes: Updated with enhanced customer segmentation (monthly/lifetime), comprehensive chargeback protection, and VIP milestone/rewards tracking system
|
||||
*/
|
||||
|
||||
using ShadowedRealms.Core.Models.Kingdom;
|
||||
using ShadowedRealms.Core.Models.Player;
|
||||
using ShadowedRealms.Core.Models.Alliance;
|
||||
using System.ComponentModel.DataAnnotations;
|
||||
using System.Text.Json;
|
||||
|
||||
namespace ShadowedRealms.Core.Models.Purchase
|
||||
{
|
||||
public class PurchaseLog
|
||||
{
|
||||
public int Id { get; set; }
|
||||
|
||||
[Required]
|
||||
public int PlayerId { get; set; }
|
||||
|
||||
[Required]
|
||||
public int KingdomId { get; set; }
|
||||
|
||||
public int? AllianceId { get; set; }
|
||||
|
||||
[Required]
|
||||
[StringLength(100)]
|
||||
public string ProductId { get; set; } = string.Empty;
|
||||
|
||||
[Required]
|
||||
[StringLength(200)]
|
||||
public string ProductName { get; set; } = string.Empty;
|
||||
|
||||
[Required]
|
||||
public PurchaseType PurchaseType { get; set; }
|
||||
|
||||
[Required]
|
||||
public PaymentMethod PaymentMethod { get; set; }
|
||||
|
||||
[Required]
|
||||
[Range(0, double.MaxValue)]
|
||||
public decimal Amount { get; set; }
|
||||
|
||||
[Required]
|
||||
[StringLength(10)]
|
||||
public string Currency { get; set; } = "USD";
|
||||
|
||||
[Required]
|
||||
public DateTime Timestamp { get; set; } = DateTime.UtcNow;
|
||||
|
||||
public DateTime? ProcessedAt { get; set; }
|
||||
|
||||
[Required]
|
||||
public PurchaseStatus Status { get; set; } = PurchaseStatus.Pending;
|
||||
|
||||
// Enhanced Platform-specific transaction tracking for chargeback protection
|
||||
[Required]
|
||||
[StringLength(200)]
|
||||
public string PlatformTransactionId { get; set; } = string.Empty;
|
||||
|
||||
[StringLength(500)]
|
||||
public string? PlatformReceiptData { get; set; }
|
||||
|
||||
[Required]
|
||||
[StringLength(20)]
|
||||
public string Platform { get; set; } = string.Empty; // iOS, Android, PC
|
||||
|
||||
[StringLength(100)]
|
||||
public string? PlatformUserId { get; set; }
|
||||
|
||||
[StringLength(50)]
|
||||
public string? DeviceId { get; set; }
|
||||
|
||||
[StringLength(100)]
|
||||
public string? IpAddress { get; set; }
|
||||
|
||||
[StringLength(200)]
|
||||
public string? UserAgent { get; set; }
|
||||
|
||||
// Enhanced Gold Economy Tracking
|
||||
[Range(0, int.MaxValue)]
|
||||
public int GoldPurchased { get; set; } = 0;
|
||||
|
||||
[Range(0, int.MaxValue)]
|
||||
public int GoldSpent { get; set; } = 0;
|
||||
|
||||
[Range(0, int.MaxValue)]
|
||||
public int GoldBalanceBefore { get; set; } = 0;
|
||||
|
||||
[Range(0, int.MaxValue)]
|
||||
public int GoldBalanceAfter { get; set; } = 0;
|
||||
|
||||
// VIP System Integration
|
||||
public bool IsVipPurchase { get; set; } = false;
|
||||
|
||||
[Range(0, 15)]
|
||||
public int VipLevelBefore { get; set; } = 0;
|
||||
|
||||
[Range(0, 15)]
|
||||
public int VipLevelAfter { get; set; } = 0;
|
||||
|
||||
[Range(0, 365)]
|
||||
public int VipDaysAdded { get; set; } = 0;
|
||||
|
||||
// VIP Milestone and Rewards Tracking (KoA-inspired system)
|
||||
[Range(0, int.MaxValue)]
|
||||
public int VipPointsEarned { get; set; } = 0; // Points earned from this purchase
|
||||
|
||||
[Range(0, int.MaxValue)]
|
||||
public int VipPointsBefore { get; set; } = 0;
|
||||
|
||||
[Range(0, int.MaxValue)]
|
||||
public int VipPointsAfter { get; set; } = 0;
|
||||
|
||||
public bool TriggeredVipMilestone { get; set; } = false;
|
||||
|
||||
[StringLength(100)]
|
||||
public string? VipMilestoneReached { get; set; }
|
||||
|
||||
public bool IsEligibleForMonthlyReward { get; set; } = false;
|
||||
|
||||
public bool IsEligibleForYearlyReward { get; set; } = false;
|
||||
|
||||
// Secret tier tracking (undisclosed thresholds like KoA)
|
||||
[Range(0, 15)]
|
||||
public int SecretSpendingTierBefore { get; set; } = 0;
|
||||
|
||||
[Range(0, 15)]
|
||||
public int SecretSpendingTierAfter { get; set; } = 0;
|
||||
|
||||
public bool UnlockedNewSecretTier { get; set; } = false;
|
||||
|
||||
// Dragon System Integration
|
||||
public bool IsDragonPurchase { get; set; } = false;
|
||||
|
||||
[StringLength(50)]
|
||||
public string? DragonType { get; set; }
|
||||
|
||||
[Range(0, 30)]
|
||||
public int DragonDaysAdded { get; set; } = 0;
|
||||
|
||||
[StringLength(200)]
|
||||
public string? DragonSkillsUnlocked { get; set; }
|
||||
|
||||
// Speed Boost Tracking
|
||||
public bool IsSpeedBoostPurchase { get; set; } = false;
|
||||
|
||||
[Range(0, 1000)]
|
||||
public int SpeedBoostQuantity { get; set; } = 0;
|
||||
|
||||
[Range(1, 10)]
|
||||
public int SpeedBoostLevel { get; set; } = 0;
|
||||
|
||||
[Range(0, 168)] // Up to 1 week
|
||||
public int SpeedBoostHours { get; set; } = 0;
|
||||
|
||||
// Stealth System Integration
|
||||
public bool IsStealthPurchase { get; set; } = false;
|
||||
|
||||
[Range(0, 100)]
|
||||
public int StealthUsesAdded { get; set; } = 0;
|
||||
|
||||
[StringLength(50)]
|
||||
public string? StealthType { get; set; } // "Premium", "Instant", "Advanced"
|
||||
|
||||
// Resource Package Tracking
|
||||
public bool IsResourcePackage { get; set; } = false;
|
||||
|
||||
[Range(0, long.MaxValue)]
|
||||
public long FoodReceived { get; set; } = 0;
|
||||
|
||||
[Range(0, long.MaxValue)]
|
||||
public long WoodReceived { get; set; } = 0;
|
||||
|
||||
[Range(0, long.MaxValue)]
|
||||
public long IronReceived { get; set; } = 0;
|
||||
|
||||
[Range(0, long.MaxValue)]
|
||||
public long SilverReceived { get; set; } = 0;
|
||||
|
||||
[Range(0, long.MaxValue)]
|
||||
public long MithrilReceived { get; set; } = 0;
|
||||
|
||||
// Construction and Training Boosts
|
||||
public bool IsConstructionBoost { get; set; } = false;
|
||||
|
||||
public bool IsTrainingBoost { get; set; } = false;
|
||||
|
||||
public bool IsResearchBoost { get; set; } = false;
|
||||
|
||||
[Range(0, 168)]
|
||||
public int BoostHours { get; set; } = 0;
|
||||
|
||||
[Range(0, 500)]
|
||||
public int BoostPercentage { get; set; } = 0;
|
||||
|
||||
// Anti-Pay-to-Win Tracking
|
||||
[Range(0, 100)]
|
||||
public double SkillAlternativeUsed { get; set; } = 0; // Percentage of skill-based alternative used
|
||||
|
||||
public bool HasSkillBasedAlternative { get; set; } = false;
|
||||
|
||||
[StringLength(200)]
|
||||
public string? SkillAlternativeDescription { get; set; }
|
||||
|
||||
[Range(0, double.MaxValue)]
|
||||
public decimal TimeInvestmentHours { get; set; } = 0; // Time player could have invested instead
|
||||
|
||||
// Bundle and Package Information
|
||||
public bool IsBundle { get; set; } = false;
|
||||
|
||||
[StringLength(1000)]
|
||||
public string? BundleContents { get; set; }
|
||||
|
||||
[Range(0, 100)]
|
||||
public double BundleDiscountPercentage { get; set; } = 0;
|
||||
|
||||
// Enhanced Refund and Chargeback Tracking
|
||||
public bool WasRefunded { get; set; } = false;
|
||||
|
||||
public DateTime? RefundedAt { get; set; }
|
||||
|
||||
[Range(0, double.MaxValue)]
|
||||
public decimal RefundAmount { get; set; } = 0;
|
||||
|
||||
[StringLength(500)]
|
||||
public string? RefundReason { get; set; }
|
||||
|
||||
public bool WasChargeback { get; set; } = false;
|
||||
|
||||
public DateTime? ChargebackAt { get; set; }
|
||||
|
||||
[StringLength(500)]
|
||||
public string? ChargebackReason { get; set; }
|
||||
|
||||
public DateTime? ChargebackDisputeDeadline { get; set; }
|
||||
|
||||
public bool ChargebackDisputed { get; set; } = false;
|
||||
|
||||
public ChargebackDisputeStatus? DisputeStatus { get; set; }
|
||||
|
||||
[Range(0, double.MaxValue)]
|
||||
public decimal ChargebackFee { get; set; } = 0;
|
||||
|
||||
// Enhanced Fraud Detection and Chargeback Prevention
|
||||
[Range(0, 100)]
|
||||
public int FraudScore { get; set; } = 0;
|
||||
|
||||
public bool IsFraudSuspected { get; set; } = false;
|
||||
|
||||
[StringLength(500)]
|
||||
public string? FraudNotes { get; set; }
|
||||
|
||||
public bool RequiresManualReview { get; set; } = false;
|
||||
|
||||
public bool IsHighRiskTransaction { get; set; } = false;
|
||||
|
||||
[Range(0, int.MaxValue)]
|
||||
public int MinutesFromRegistration { get; set; } = 0; // Time since account creation
|
||||
|
||||
[Range(0, int.MaxValue)]
|
||||
public int PurchasesInLast24Hours { get; set; } = 0;
|
||||
|
||||
[Range(0, double.MaxValue)]
|
||||
public decimal SpendingInLast24Hours { get; set; } = 0;
|
||||
|
||||
public bool IsVelocityFlagged { get; set; } = false; // Too many purchases too quickly
|
||||
|
||||
public bool IsNewDevicePurchase { get; set; } = false; // First purchase from this device
|
||||
|
||||
// Enhanced Customer Segmentation - Monthly AND Lifetime
|
||||
[Range(0, double.MaxValue)]
|
||||
public decimal MonthlySpendingBefore { get; set; } = 0;
|
||||
|
||||
[Range(0, double.MaxValue)]
|
||||
public decimal MonthlySpendingAfter { get; set; } = 0;
|
||||
|
||||
[Range(0, double.MaxValue)]
|
||||
public decimal LifetimeSpendingBefore { get; set; } = 0;
|
||||
|
||||
[Range(0, double.MaxValue)]
|
||||
public decimal LifetimeSpendingAfter { get; set; } = 0;
|
||||
|
||||
[Range(0, int.MaxValue)]
|
||||
public int MonthlyPurchaseCount { get; set; } = 0;
|
||||
|
||||
[Range(0, int.MaxValue)]
|
||||
public int LifetimePurchaseCount { get; set; } = 0;
|
||||
|
||||
// Detailed Purchase Data (JSON storage)
|
||||
[StringLength(2000)]
|
||||
public string? DetailedPurchaseData { get; set; }
|
||||
|
||||
[StringLength(1000)]
|
||||
public string? PurchaseNotes { get; set; }
|
||||
|
||||
// Analytics and Conversion Tracking
|
||||
[StringLength(100)]
|
||||
public string? CampaignId { get; set; }
|
||||
|
||||
[StringLength(100)]
|
||||
public string? PromotionCode { get; set; }
|
||||
|
||||
public bool IsFirstPurchase { get; set; } = false;
|
||||
|
||||
public bool IsFirstMonthlyPurchase { get; set; } = false;
|
||||
|
||||
[Range(0, int.MaxValue)]
|
||||
public int DaysSinceLastPurchase { get; set; } = 0;
|
||||
|
||||
// Navigation Properties
|
||||
public virtual Player.Player Player { get; set; } = null!;
|
||||
|
||||
public virtual Kingdom.Kingdom Kingdom { get; set; } = null!;
|
||||
|
||||
public virtual Alliance.Alliance? Alliance { get; set; }
|
||||
|
||||
// Computed Properties - Enhanced Customer Segmentation
|
||||
public long TotalResourcesReceived => FoodReceived + WoodReceived + IronReceived + SilverReceived + MithrilReceived;
|
||||
|
||||
public bool IsSuccessfulPurchase => Status == PurchaseStatus.Completed;
|
||||
|
||||
public bool IsPendingOrFailed => Status == PurchaseStatus.Pending || Status == PurchaseStatus.Failed;
|
||||
|
||||
public decimal NetAmount => Amount - RefundAmount - ChargebackFee;
|
||||
|
||||
public bool IsHighValuePurchase => Amount >= 50m; // $50+ purchases
|
||||
|
||||
public bool IsRecentPurchase => (DateTime.UtcNow - Timestamp).TotalHours <= 24;
|
||||
|
||||
public PurchaseCategory Category => GetPurchaseCategory();
|
||||
|
||||
public decimal DollarPerHour => TimeInvestmentHours > 0 ? Amount / TimeInvestmentHours : 0;
|
||||
|
||||
public bool PromotesSkillBasedPlay => HasSkillBasedAlternative && SkillAlternativeUsed > 50;
|
||||
|
||||
public TimeSpan ProcessingTime => ProcessedAt.HasValue ? ProcessedAt.Value - Timestamp : TimeSpan.Zero;
|
||||
|
||||
// Enhanced Customer Segmentation Properties
|
||||
public MonthlyCustomerSegment MonthlySegment => GetMonthlyCustomerSegment();
|
||||
|
||||
public LifetimeCustomerSegment LifetimeSegment => GetLifetimeCustomerSegment();
|
||||
|
||||
public bool IsMonthlyWhale => MonthlySpendingAfter >= 500m;
|
||||
|
||||
public bool IsLifetimeWhale => LifetimeSpendingAfter >= 2000m;
|
||||
|
||||
public bool IsChargebackRisk => GetChargebackRisk() >= ChargebackRiskLevel.High;
|
||||
|
||||
public decimal TotalFinancialImpact => NetAmount < 0 ? Math.Abs(NetAmount) + ChargebackFee : NetAmount;
|
||||
|
||||
public bool UnlockedSecretTier => UnlockedNewSecretTier;
|
||||
|
||||
public string SecretTierProgression => $"{SecretSpendingTierBefore}→{SecretSpendingTierAfter}";
|
||||
|
||||
// Business Logic Methods
|
||||
public PurchaseCategory GetPurchaseCategory()
|
||||
{
|
||||
if (IsVipPurchase) return PurchaseCategory.Subscription;
|
||||
if (IsDragonPurchase) return PurchaseCategory.Premium;
|
||||
if (IsResourcePackage) return PurchaseCategory.Resources;
|
||||
if (IsSpeedBoostPurchase || IsConstructionBoost || IsTrainingBoost || IsResearchBoost) return PurchaseCategory.TimeSkip;
|
||||
if (IsStealthPurchase) return PurchaseCategory.Convenience;
|
||||
if (GoldPurchased > 0) return PurchaseCategory.Currency;
|
||||
|
||||
return PurchaseCategory.Other;
|
||||
}
|
||||
|
||||
// Enhanced Customer Segmentation
|
||||
public MonthlyCustomerSegment GetMonthlyCustomerSegment()
|
||||
{
|
||||
return MonthlySpendingAfter switch
|
||||
{
|
||||
>= 500m => MonthlyCustomerSegment.MonthlyWhale, // $500+ this month
|
||||
>= 200m => MonthlyCustomerSegment.MonthlyDolphin, // $200-499 this month
|
||||
>= 50m => MonthlyCustomerSegment.MonthlyMinnow, // $50-199 this month
|
||||
>= 10m => MonthlyCustomerSegment.MonthlySpender, // $10-49 this month
|
||||
> 0m => MonthlyCustomerSegment.MonthlyOccasional, // $1-9 this month
|
||||
_ => MonthlyCustomerSegment.MonthlyFree // $0 this month
|
||||
};
|
||||
}
|
||||
|
||||
public LifetimeCustomerSegment GetLifetimeCustomerSegment()
|
||||
{
|
||||
return LifetimeSpendingAfter switch
|
||||
{
|
||||
>= 2000m => LifetimeCustomerSegment.LifetimeMegaWhale, // $2000+ lifetime
|
||||
>= 1000m => LifetimeCustomerSegment.LifetimeWhale, // $1000-1999 lifetime
|
||||
>= 500m => LifetimeCustomerSegment.LifetimeDolphin, // $500-999 lifetime
|
||||
>= 100m => LifetimeCustomerSegment.LifetimeMinnow, // $100-499 lifetime
|
||||
>= 20m => LifetimeCustomerSegment.LifetimeSpender, // $20-99 lifetime
|
||||
> 0m => LifetimeCustomerSegment.LifetimeOccasional, // $1-19 lifetime
|
||||
_ => LifetimeCustomerSegment.LifetimeFree // $0 lifetime
|
||||
};
|
||||
}
|
||||
|
||||
// Enhanced Chargeback Risk Assessment
|
||||
public ChargebackRiskLevel GetChargebackRisk()
|
||||
{
|
||||
var riskScore = 0;
|
||||
|
||||
// High-risk indicators
|
||||
if (MinutesFromRegistration < 60) riskScore += 30; // Purchase within 1 hour of registration
|
||||
if (PurchasesInLast24Hours >= 5) riskScore += 25; // 5+ purchases in 24 hours
|
||||
if (SpendingInLast24Hours >= 200m) riskScore += 20; // $200+ in 24 hours
|
||||
if (IsNewDevicePurchase && Amount >= 100m) riskScore += 15; // Large purchase from new device
|
||||
if (IsHighValuePurchase && IsFirstPurchase) riskScore += 15; // First purchase is high value
|
||||
if (string.IsNullOrWhiteSpace(IpAddress)) riskScore += 10; // No IP tracking
|
||||
|
||||
// Medium-risk indicators
|
||||
if (MinutesFromRegistration < 1440) riskScore += 10; // Purchase within 24 hours of registration
|
||||
if (PurchasesInLast24Hours >= 3) riskScore += 10; // 3+ purchases in 24 hours
|
||||
if (Amount >= 50m && MonthlyPurchaseCount == 1) riskScore += 8; // High-value first monthly purchase
|
||||
if (PaymentMethod == PaymentMethod.CreditCard) riskScore += 5; // Credit cards have higher chargeback rates
|
||||
|
||||
// Low-risk indicators (reduce risk)
|
||||
if (LifetimePurchaseCount >= 10) riskScore -= 10; // Established customer
|
||||
if (MinutesFromRegistration >= 43200) riskScore -= 10; // Account older than 30 days
|
||||
if (Player?.Alliance != null) riskScore -= 5; // Alliance member (more invested)
|
||||
|
||||
riskScore = Math.Max(0, Math.Min(100, riskScore)); // Clamp to 0-100
|
||||
|
||||
return riskScore switch
|
||||
{
|
||||
>= 70 => ChargebackRiskLevel.Critical,
|
||||
>= 50 => ChargebackRiskLevel.High,
|
||||
>= 30 => ChargebackRiskLevel.Medium,
|
||||
>= 15 => ChargebackRiskLevel.Low,
|
||||
_ => ChargebackRiskLevel.Minimal
|
||||
};
|
||||
}
|
||||
|
||||
public PayToWinImpact AssessPayToWinImpact()
|
||||
{
|
||||
if (HasSkillBasedAlternative && SkillAlternativeUsed >= 80)
|
||||
return PayToWinImpact.Negligible;
|
||||
|
||||
if (IsVipPurchase || IsDragonPurchase)
|
||||
{
|
||||
return MonthlySpendingAfter switch
|
||||
{
|
||||
>= 500m => PayToWinImpact.High,
|
||||
>= 200m => PayToWinImpact.Moderate,
|
||||
>= 50m => PayToWinImpact.Low,
|
||||
_ => PayToWinImpact.Minimal
|
||||
};
|
||||
}
|
||||
|
||||
if (IsResourcePackage || IsSpeedBoostPurchase)
|
||||
return Amount >= 20m ? PayToWinImpact.Moderate : PayToWinImpact.Low;
|
||||
|
||||
if (IsStealthPurchase)
|
||||
return PayToWinImpact.Minimal; // Convenience only
|
||||
|
||||
return PayToWinImpact.Negligible;
|
||||
}
|
||||
|
||||
// VIP Milestone Processing
|
||||
public void ProcessVipMilestone(int newVipPoints, int newSecretTier)
|
||||
{
|
||||
VipPointsBefore = VipPointsAfter;
|
||||
VipPointsAfter += newVipPoints;
|
||||
VipPointsEarned = newVipPoints;
|
||||
|
||||
SecretSpendingTierBefore = SecretSpendingTierAfter;
|
||||
SecretSpendingTierAfter = newSecretTier;
|
||||
|
||||
if (newSecretTier > SecretSpendingTierBefore)
|
||||
{
|
||||
UnlockedNewSecretTier = true;
|
||||
TriggeredVipMilestone = true;
|
||||
VipMilestoneReached = $"SECRET_TIER_{newSecretTier}";
|
||||
}
|
||||
|
||||
// Check milestone eligibility
|
||||
if (MonthlySpendingAfter >= 100m)
|
||||
IsEligibleForMonthlyReward = true;
|
||||
|
||||
if (LifetimeSpendingAfter >= 500m)
|
||||
IsEligibleForYearlyReward = true;
|
||||
}
|
||||
|
||||
// Chargeback Management Methods
|
||||
public void ProcessChargeback(string reason, decimal chargebackFee = 15m)
|
||||
{
|
||||
WasChargeback = true;
|
||||
ChargebackAt = DateTime.UtcNow;
|
||||
ChargebackReason = reason;
|
||||
ChargebackFee = chargebackFee;
|
||||
Status = PurchaseStatus.Chargeback;
|
||||
IsFraudSuspected = true;
|
||||
RequiresManualReview = true;
|
||||
ChargebackDisputeDeadline = DateTime.UtcNow.AddDays(10); // 10 days to dispute
|
||||
}
|
||||
|
||||
public void DisputeChargeback()
|
||||
{
|
||||
if (!WasChargeback)
|
||||
throw new InvalidOperationException("Cannot dispute a non-chargeback transaction");
|
||||
|
||||
if (DateTime.UtcNow > ChargebackDisputeDeadline)
|
||||
throw new InvalidOperationException("Chargeback dispute deadline has passed");
|
||||
|
||||
ChargebackDisputed = true;
|
||||
DisputeStatus = ChargebackDisputeStatus.UnderReview;
|
||||
RequiresManualReview = true;
|
||||
}
|
||||
|
||||
public bool ShouldBlockFuturePurchases()
|
||||
{
|
||||
// Block purchases for high-risk patterns
|
||||
if (WasChargeback && !ChargebackDisputed) return true;
|
||||
if (GetChargebackRisk() >= ChargebackRiskLevel.Critical) return true;
|
||||
if (FraudScore >= 90) return true;
|
||||
if (PurchasesInLast24Hours >= 10) return true; // Extreme velocity
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public double CalculateValuePerDollar()
|
||||
{
|
||||
if (Amount == 0) return 0;
|
||||
|
||||
var valueScore = 0.0;
|
||||
|
||||
// Assign value scores to different purchase types
|
||||
if (IsVipPurchase) valueScore += VipDaysAdded * 10;
|
||||
if (IsDragonPurchase) valueScore += DragonDaysAdded * 15;
|
||||
if (IsResourcePackage) valueScore += (double)TotalResourcesReceived / 10000;
|
||||
if (GoldPurchased > 0) valueScore += GoldPurchased * 0.1;
|
||||
if (IsSpeedBoostPurchase) valueScore += SpeedBoostHours * 5;
|
||||
|
||||
return valueScore / (double)Amount;
|
||||
}
|
||||
|
||||
public void SetDetailedPurchaseData(DetailedPurchaseData data)
|
||||
{
|
||||
DetailedPurchaseData = JsonSerializer.Serialize(data);
|
||||
}
|
||||
|
||||
public DetailedPurchaseData? GetDetailedPurchaseData()
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(DetailedPurchaseData)) return null;
|
||||
|
||||
try
|
||||
{
|
||||
return JsonSerializer.Deserialize<DetailedPurchaseData>(DetailedPurchaseData);
|
||||
}
|
||||
catch
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
public void ProcessRefund(decimal refundAmount, string reason)
|
||||
{
|
||||
if (refundAmount > Amount)
|
||||
throw new InvalidOperationException("Refund amount cannot exceed purchase amount");
|
||||
|
||||
WasRefunded = true;
|
||||
RefundedAt = DateTime.UtcNow;
|
||||
RefundAmount = refundAmount;
|
||||
RefundReason = reason;
|
||||
Status = PurchaseStatus.Refunded;
|
||||
}
|
||||
|
||||
public List<string> ValidatePurchaseLog()
|
||||
{
|
||||
var errors = new List<string>();
|
||||
|
||||
if (string.IsNullOrWhiteSpace(ProductId))
|
||||
errors.Add("Product ID is required");
|
||||
|
||||
if (string.IsNullOrWhiteSpace(PlatformTransactionId))
|
||||
errors.Add("Platform transaction ID is required for chargeback protection");
|
||||
|
||||
if (Amount < 0)
|
||||
errors.Add("Purchase amount cannot be negative");
|
||||
|
||||
if (RefundAmount > Amount)
|
||||
errors.Add("Refund amount cannot exceed purchase amount");
|
||||
|
||||
if (IsVipPurchase && VipDaysAdded <= 0)
|
||||
errors.Add("VIP purchase must add VIP days");
|
||||
|
||||
if (IsDragonPurchase && DragonDaysAdded <= 0)
|
||||
errors.Add("Dragon purchase must add dragon days");
|
||||
|
||||
if (IsSpeedBoostPurchase && SpeedBoostQuantity <= 0)
|
||||
errors.Add("Speed boost purchase must include boost quantity");
|
||||
|
||||
if (GoldBalanceAfter < GoldBalanceBefore - GoldSpent)
|
||||
errors.Add("Gold balance calculation is incorrect");
|
||||
|
||||
if (LifetimeSpendingAfter < LifetimeSpendingBefore)
|
||||
errors.Add("Lifetime spending cannot decrease");
|
||||
|
||||
if (MonthlySpendingAfter < MonthlySpendingBefore)
|
||||
errors.Add("Monthly spending cannot decrease");
|
||||
|
||||
if (ProcessedAt.HasValue && ProcessedAt.Value < Timestamp)
|
||||
errors.Add("Processed time cannot be before purchase time");
|
||||
|
||||
if (VipPointsAfter < VipPointsBefore)
|
||||
errors.Add("VIP points cannot decrease from a purchase");
|
||||
|
||||
if (SecretSpendingTierAfter < SecretSpendingTierBefore)
|
||||
errors.Add("Secret spending tier cannot decrease");
|
||||
|
||||
return errors;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
var playerName = Player?.Name ?? $"Player {PlayerId}";
|
||||
var statusText = Status switch
|
||||
{
|
||||
PurchaseStatus.Completed => "✓",
|
||||
PurchaseStatus.Pending => "⏳",
|
||||
PurchaseStatus.Failed => "✗",
|
||||
PurchaseStatus.Refunded => "↩",
|
||||
PurchaseStatus.Chargeback => "⚠",
|
||||
_ => "?"
|
||||
};
|
||||
|
||||
var segmentText = $"M:{MonthlySegment:F0}/L:{LifetimeSegment:F0}";
|
||||
var riskText = IsChargebackRisk ? " 🚨" : "";
|
||||
var vipText = UnlockedNewSecretTier ? " 🎁" : "";
|
||||
|
||||
return $"{statusText} {playerName}: {ProductName} - {Amount:C} ({segmentText}){riskText}{vipText}";
|
||||
}
|
||||
}
|
||||
|
||||
// Supporting Classes
|
||||
public class DetailedPurchaseData
|
||||
{
|
||||
public Dictionary<string, object> PlatformData { get; set; } = new Dictionary<string, object>();
|
||||
public List<string> ItemsReceived { get; set; } = new List<string>();
|
||||
public Dictionary<string, double> BonusMultipliers { get; set; } = new Dictionary<string, double>();
|
||||
public string? SpecialOfferInfo { get; set; }
|
||||
public DateTime? OfferExpiryDate { get; set; }
|
||||
public List<string> RequirementsMet { get; set; } = new List<string>();
|
||||
public Dictionary<string, string> RiskIndicators { get; set; } = new Dictionary<string, string>();
|
||||
public Dictionary<string, int> VipMilestoneData { get; set; } = new Dictionary<string, int>();
|
||||
}
|
||||
|
||||
// Enhanced Supporting Enums
|
||||
public enum PurchaseType
|
||||
{
|
||||
InAppPurchase = 1, // Real money -> Gold/Items
|
||||
GoldSpending = 2, // Gold -> Game items
|
||||
Subscription = 3, // VIP/Premium subscriptions
|
||||
ResourcePurchase = 4, // Direct resource purchases
|
||||
BoostPurchase = 5, // Time skip and boost purchases
|
||||
CosmeticPurchase = 6 // Appearance and cosmetic items
|
||||
}
|
||||
|
||||
public enum PaymentMethod
|
||||
{
|
||||
Unknown = 0,
|
||||
ApplePay = 1,
|
||||
GooglePlay = 2,
|
||||
CreditCard = 3,
|
||||
PayPal = 4,
|
||||
BankTransfer = 5,
|
||||
Cryptocurrency = 6,
|
||||
GiftCard = 7,
|
||||
PromotionalCredit = 8,
|
||||
GoldBalance = 9 // Using in-game currency
|
||||
}
|
||||
|
||||
public enum PurchaseStatus
|
||||
{
|
||||
Pending = 1,
|
||||
Completed = 2,
|
||||
Failed = 3,
|
||||
Cancelled = 4,
|
||||
Refunded = 5,
|
||||
Chargeback = 6,
|
||||
UnderReview = 7,
|
||||
Blocked = 8 // Blocked due to fraud risk
|
||||
}
|
||||
|
||||
public enum PurchaseCategory
|
||||
{
|
||||
Currency = 1, // Gold purchases
|
||||
Resources = 2, // Food/Wood/Iron/Silver/Mithril
|
||||
TimeSkip = 3, // Speed boosts, construction boosts
|
||||
Premium = 4, // Dragons, special items
|
||||
Subscription = 5, // VIP, monthly subscriptions
|
||||
Convenience = 6, // Stealth, quality of life
|
||||
Cosmetic = 7, // Appearance items
|
||||
Other = 8
|
||||
}
|
||||
|
||||
// Enhanced Customer Segmentation Enums
|
||||
public enum MonthlyCustomerSegment
|
||||
{
|
||||
MonthlyFree = 1, // $0 this month
|
||||
MonthlyOccasional = 2, // $1-9 this month
|
||||
MonthlySpender = 3, // $10-49 this month
|
||||
MonthlyMinnow = 4, // $50-199 this month
|
||||
MonthlyDolphin = 5, // $200-499 this month
|
||||
MonthlyWhale = 6 // $500+ this month
|
||||
}
|
||||
|
||||
public enum LifetimeCustomerSegment
|
||||
{
|
||||
LifetimeFree = 1, // $0 lifetime
|
||||
LifetimeOccasional = 2, // $1-19 lifetime
|
||||
LifetimeSpender = 3, // $20-99 lifetime
|
||||
LifetimeMinnow = 4, // $100-499 lifetime
|
||||
LifetimeDolphin = 5, // $500-999 lifetime
|
||||
LifetimeWhale = 6, // $1000-1999 lifetime
|
||||
LifetimeMegaWhale = 7 // $2000+ lifetime
|
||||
}
|
||||
|
||||
public enum ChargebackRiskLevel
|
||||
{
|
||||
Minimal = 1, // 0-14% risk score
|
||||
Low = 2, // 15-29% risk score
|
||||
Medium = 3, // 30-49% risk score
|
||||
High = 4, // 50-69% risk score
|
||||
Critical = 5 // 70-100% risk score
|
||||
}
|
||||
|
||||
public enum ChargebackDisputeStatus
|
||||
{
|
||||
UnderReview = 1,
|
||||
Won = 2, // Dispute successful, chargeback reversed
|
||||
Lost = 3, // Dispute failed, chargeback stands
|
||||
PartialWin = 4, // Partial reversal
|
||||
Expired = 5 // Dispute deadline passed
|
||||
}
|
||||
|
||||
public enum PayToWinImpact
|
||||
{
|
||||
Negligible = 1, // No competitive advantage
|
||||
Minimal = 2, // Very slight advantage
|
||||
Low = 3, // Minor advantage
|
||||
Moderate = 4, // Noticeable advantage
|
||||
High = 5, // Significant advantage
|
||||
Extreme = 6 // Game-breaking advantage
|
||||
}
|
||||
|
||||
public enum PurchaseTrend
|
||||
{
|
||||
NewSpender = 1,
|
||||
FrequentSpender = 2, // Multiple purchases per week
|
||||
RegularSpender = 3, // Weekly purchases
|
||||
OccasionalSpender = 4, // Monthly purchases
|
||||
ReturnedSpender = 5, // Returned after 1-3 months
|
||||
LongAbsentSpender = 6 // Returned after 3+ months
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,323 @@
|
||||
/*
|
||||
* File: ShadowedRealms.Data/Contexts/GameDbContext.cs
|
||||
* Created: 2025-10-19
|
||||
* Last Modified: 2025-10-19
|
||||
* Description: Main Entity Framework database context for Shadowed Realms. Handles all game entities with kingdom-based data partitioning and server-authoritative design.
|
||||
* Last Edit Notes: Initial creation with basic Player, Alliance, Kingdom entities and kingdom-scoped query filters
|
||||
*/
|
||||
|
||||
using Microsoft.AspNetCore.Identity;
|
||||
using Microsoft.AspNetCore.Identity.EntityFrameworkCore;
|
||||
using Microsoft.EntityFrameworkCore;
|
||||
using Microsoft.Extensions.Logging;
|
||||
using ShadowedRealms.Core.Models.Alliance;
|
||||
using ShadowedRealms.Core.Models.Kingdom;
|
||||
using ShadowedRealms.Core.Models.Player;
|
||||
using System.Linq.Expressions;
|
||||
using System.Numerics;
|
||||
|
||||
namespace ShadowedRealms.Data.Contexts
|
||||
{
|
||||
public class GameDbContext : IdentityDbContext<ApplicationUser, IdentityRole<int>, int>
|
||||
{
|
||||
private readonly ILogger<GameDbContext> _logger;
|
||||
private int? _currentKingdomId;
|
||||
|
||||
public GameDbContext(DbContextOptions<GameDbContext> options, ILogger<GameDbContext> logger)
|
||||
: base(options)
|
||||
{
|
||||
_logger = logger;
|
||||
}
|
||||
|
||||
// Core Game Entities
|
||||
public DbSet<Player> Players { get; set; }
|
||||
public DbSet<Alliance> Alliances { get; set; }
|
||||
public DbSet<Kingdom> Kingdoms { get; set; }
|
||||
public DbSet<CombatLog> CombatLogs { get; set; }
|
||||
public DbSet<PurchaseLog> PurchaseLogs { get; set; }
|
||||
|
||||
// Kingdom Context Management
|
||||
public void SetKingdomContext(int kingdomId)
|
||||
{
|
||||
_currentKingdomId = kingdomId;
|
||||
_logger.LogInformation("Kingdom context set to {KingdomId}", kingdomId);
|
||||
}
|
||||
|
||||
public int? GetCurrentKingdomId()
|
||||
{
|
||||
return _currentKingdomId;
|
||||
}
|
||||
|
||||
protected override void OnModelCreating(ModelBuilder modelBuilder)
|
||||
{
|
||||
base.OnModelCreating(modelBuilder);
|
||||
|
||||
try
|
||||
{
|
||||
// Configure Identity tables with custom names
|
||||
ConfigureIdentityTables(modelBuilder);
|
||||
|
||||
// Configure core game entities
|
||||
ConfigurePlayerEntity(modelBuilder);
|
||||
ConfigureAllianceEntity(modelBuilder);
|
||||
ConfigureKingdomEntity(modelBuilder);
|
||||
ConfigureCombatLogEntity(modelBuilder);
|
||||
ConfigurePurchaseLogEntity(modelBuilder);
|
||||
|
||||
// Apply kingdom-scoped global query filters
|
||||
ApplyKingdomScopedFilters(modelBuilder);
|
||||
|
||||
// Configure indexes for performance
|
||||
ConfigureIndexes(modelBuilder);
|
||||
|
||||
_logger.LogInformation("Database model configuration completed successfully");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_logger.LogError(ex, "Failed to configure database model");
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
private void ConfigureIdentityTables(ModelBuilder modelBuilder)
|
||||
{
|
||||
// Rename Identity tables to match our naming convention
|
||||
modelBuilder.Entity<ApplicationUser>().ToTable("Players_Auth");
|
||||
modelBuilder.Entity<IdentityRole<int>>().ToTable("Roles");
|
||||
modelBuilder.Entity<IdentityUserRole<int>>().ToTable("Player_Roles");
|
||||
modelBuilder.Entity<IdentityUserClaim<int>>().ToTable("Player_Claims");
|
||||
modelBuilder.Entity<IdentityUserLogin<int>>().ToTable("Player_Logins");
|
||||
modelBuilder.Entity<IdentityRoleClaim<int>>().ToTable("Role_Claims");
|
||||
modelBuilder.Entity<IdentityUserToken<int>>().ToTable("Player_Tokens");
|
||||
}
|
||||
|
||||
private void ConfigurePlayerEntity(ModelBuilder modelBuilder)
|
||||
{
|
||||
modelBuilder.Entity<Player>(entity =>
|
||||
{
|
||||
entity.HasKey(p => p.Id);
|
||||
entity.Property(p => p.Name).IsRequired().HasMaxLength(50);
|
||||
entity.Property(p => p.CastleLevel).IsRequired().HasDefaultValue(1);
|
||||
entity.Property(p => p.Power).IsRequired().HasDefaultValue(0);
|
||||
entity.Property(p => p.KingdomId).IsRequired();
|
||||
entity.Property(p => p.CreatedAt).IsRequired().HasDefaultValueSql("CURRENT_TIMESTAMP");
|
||||
entity.Property(p => p.LastActiveAt).IsRequired().HasDefaultValueSql("CURRENT_TIMESTAMP");
|
||||
entity.Property(p => p.IsActive).IsRequired().HasDefaultValue(true);
|
||||
|
||||
// Relationships
|
||||
entity.HasOne(p => p.Kingdom)
|
||||
.WithMany(k => k.Players)
|
||||
.HasForeignKey(p => p.KingdomId)
|
||||
.OnDelete(DeleteBehavior.Restrict);
|
||||
|
||||
entity.HasOne(p => p.Alliance)
|
||||
.WithMany(a => a.Members)
|
||||
.HasForeignKey(p => p.AllianceId)
|
||||
.OnDelete(DeleteBehavior.SetNull);
|
||||
|
||||
// Indexes
|
||||
entity.HasIndex(p => p.KingdomId);
|
||||
entity.HasIndex(p => p.AllianceId);
|
||||
entity.HasIndex(p => p.Name);
|
||||
entity.HasIndex(p => p.Power);
|
||||
});
|
||||
}
|
||||
|
||||
private void ConfigureAllianceEntity(ModelBuilder modelBuilder)
|
||||
{
|
||||
modelBuilder.Entity<Alliance>(entity =>
|
||||
{
|
||||
entity.HasKey(a => a.Id);
|
||||
entity.Property(a => a.Name).IsRequired().HasMaxLength(50);
|
||||
entity.Property(a => a.Tag).IsRequired().HasMaxLength(5);
|
||||
entity.Property(a => a.Level).IsRequired().HasDefaultValue(1);
|
||||
entity.Property(a => a.Power).IsRequired().HasDefaultValue(0);
|
||||
entity.Property(a => a.KingdomId).IsRequired();
|
||||
entity.Property(a => a.CreatedAt).IsRequired().HasDefaultValueSql("CURRENT_TIMESTAMP");
|
||||
entity.Property(a => a.IsActive).IsRequired().HasDefaultValue(true);
|
||||
entity.Property(a => a.MaxMembers).IsRequired().HasDefaultValue(50);
|
||||
|
||||
// Relationships
|
||||
entity.HasOne(a => a.Kingdom)
|
||||
.WithMany(k => k.Alliances)
|
||||
.HasForeignKey(a => a.KingdomId)
|
||||
.OnDelete(DeleteBehavior.Restrict);
|
||||
|
||||
entity.HasOne(a => a.Leader)
|
||||
.WithOne()
|
||||
.HasForeignKey<Alliance>(a => a.LeaderId)
|
||||
.OnDelete(DeleteBehavior.Restrict);
|
||||
|
||||
// Indexes
|
||||
entity.HasIndex(a => a.KingdomId);
|
||||
entity.HasIndex(a => a.Name);
|
||||
entity.HasIndex(a => a.Tag);
|
||||
entity.HasIndex(a => a.Power);
|
||||
});
|
||||
}
|
||||
|
||||
private void ConfigureKingdomEntity(ModelBuilder modelBuilder)
|
||||
{
|
||||
modelBuilder.Entity<Kingdom>(entity =>
|
||||
{
|
||||
entity.HasKey(k => k.Id);
|
||||
entity.Property(k => k.Name).IsRequired().HasMaxLength(50);
|
||||
entity.Property(k => k.Number).IsRequired();
|
||||
entity.Property(k => k.CreatedAt).IsRequired().HasDefaultValueSql("CURRENT_TIMESTAMP");
|
||||
entity.Property(k => k.IsActive).IsRequired().HasDefaultValue(true);
|
||||
entity.Property(k => k.MaxPopulation).IsRequired().HasDefaultValue(1500);
|
||||
entity.Property(k => k.CurrentPopulation).IsRequired().HasDefaultValue(0);
|
||||
|
||||
// Indexes
|
||||
entity.HasIndex(k => k.Number).IsUnique();
|
||||
entity.HasIndex(k => k.Name);
|
||||
});
|
||||
}
|
||||
|
||||
private void ConfigureCombatLogEntity(ModelBuilder modelBuilder)
|
||||
{
|
||||
modelBuilder.Entity<CombatLog>(entity =>
|
||||
{
|
||||
entity.HasKey(c => c.Id);
|
||||
entity.Property(c => c.AttackerPlayerId).IsRequired();
|
||||
entity.Property(c => c.DefenderPlayerId).IsRequired();
|
||||
entity.Property(c => c.KingdomId).IsRequired();
|
||||
entity.Property(c => c.CombatType).IsRequired();
|
||||
entity.Property(c => c.Result).IsRequired();
|
||||
entity.Property(c => c.Timestamp).IsRequired().HasDefaultValueSql("CURRENT_TIMESTAMP");
|
||||
|
||||
// Relationships
|
||||
entity.HasOne<Player>()
|
||||
.WithMany()
|
||||
.HasForeignKey(c => c.AttackerPlayerId)
|
||||
.OnDelete(DeleteBehavior.Restrict);
|
||||
|
||||
entity.HasOne<Player>()
|
||||
.WithMany()
|
||||
.HasForeignKey(c => c.DefenderPlayerId)
|
||||
.OnDelete(DeleteBehavior.Restrict);
|
||||
|
||||
entity.HasOne<Kingdom>()
|
||||
.WithMany()
|
||||
.HasForeignKey(c => c.KingdomId)
|
||||
.OnDelete(DeleteBehavior.Restrict);
|
||||
|
||||
// Indexes
|
||||
entity.HasIndex(c => c.KingdomId);
|
||||
entity.HasIndex(c => c.AttackerPlayerId);
|
||||
entity.HasIndex(c => c.DefenderPlayerId);
|
||||
entity.HasIndex(c => c.Timestamp);
|
||||
});
|
||||
}
|
||||
|
||||
private void ConfigurePurchaseLogEntity(ModelBuilder modelBuilder)
|
||||
{
|
||||
modelBuilder.Entity<PurchaseLog>(entity =>
|
||||
{
|
||||
entity.HasKey(p => p.Id);
|
||||
entity.Property(p => p.PlayerId).IsRequired();
|
||||
entity.Property(p => p.KingdomId).IsRequired();
|
||||
entity.Property(p => p.ProductId).IsRequired().HasMaxLength(100);
|
||||
entity.Property(p => p.Amount).IsRequired().HasColumnType("decimal(18,2)");
|
||||
entity.Property(p => p.Currency).IsRequired().HasMaxLength(10);
|
||||
entity.Property(p => p.Timestamp).IsRequired().HasDefaultValueSql("CURRENT_TIMESTAMP");
|
||||
|
||||
// Relationships
|
||||
entity.HasOne<Player>()
|
||||
.WithMany()
|
||||
.HasForeignKey(p => p.PlayerId)
|
||||
.OnDelete(DeleteBehavior.Restrict);
|
||||
|
||||
entity.HasOne<Kingdom>()
|
||||
.WithMany()
|
||||
.HasForeignKey(p => p.KingdomId)
|
||||
.OnDelete(DeleteBehavior.Restrict);
|
||||
|
||||
// Indexes
|
||||
entity.HasIndex(p => p.KingdomId);
|
||||
entity.HasIndex(p => p.PlayerId);
|
||||
entity.HasIndex(p => p.Timestamp);
|
||||
});
|
||||
}
|
||||
|
||||
private void ApplyKingdomScopedFilters(ModelBuilder modelBuilder)
|
||||
{
|
||||
// Apply global query filters to ensure kingdom-scoped data access
|
||||
// Players filter
|
||||
modelBuilder.Entity<Player>()
|
||||
.HasQueryFilter(p => _currentKingdomId == null || p.KingdomId == _currentKingdomId);
|
||||
|
||||
// Alliances filter
|
||||
modelBuilder.Entity<Alliance>()
|
||||
.HasQueryFilter(a => _currentKingdomId == null || a.KingdomId == _currentKingdomId);
|
||||
|
||||
// Combat logs filter
|
||||
modelBuilder.Entity<CombatLog>()
|
||||
.HasQueryFilter(c => _currentKingdomId == null || c.KingdomId == _currentKingdomId);
|
||||
|
||||
// Purchase logs filter
|
||||
modelBuilder.Entity<PurchaseLog>()
|
||||
.HasQueryFilter(p => _currentKingdomId == null || p.KingdomId == _currentKingdomId);
|
||||
}
|
||||
|
||||
private void ConfigureIndexes(ModelBuilder modelBuilder)
|
||||
{
|
||||
// Composite indexes for common query patterns
|
||||
modelBuilder.Entity<Player>()
|
||||
.HasIndex(p => new { p.KingdomId, p.Power })
|
||||
.HasDatabaseName("IX_Players_Kingdom_Power");
|
||||
|
||||
modelBuilder.Entity<Player>()
|
||||
.HasIndex(p => new { p.KingdomId, p.AllianceId })
|
||||
.HasDatabaseName("IX_Players_Kingdom_Alliance");
|
||||
|
||||
modelBuilder.Entity<Alliance>()
|
||||
.HasIndex(a => new { a.KingdomId, a.Power })
|
||||
.HasDatabaseName("IX_Alliances_Kingdom_Power");
|
||||
|
||||
modelBuilder.Entity<CombatLog>()
|
||||
.HasIndex(c => new { c.KingdomId, c.Timestamp })
|
||||
.HasDatabaseName("IX_CombatLogs_Kingdom_Time");
|
||||
|
||||
modelBuilder.Entity<PurchaseLog>()
|
||||
.HasIndex(p => new { p.KingdomId, p.Timestamp })
|
||||
.HasDatabaseName("IX_PurchaseLogs_Kingdom_Time");
|
||||
}
|
||||
|
||||
public override async Task<int> SaveChangesAsync(CancellationToken cancellationToken = default)
|
||||
{
|
||||
try
|
||||
{
|
||||
var result = await base.SaveChangesAsync(cancellationToken);
|
||||
|
||||
if (result > 0)
|
||||
{
|
||||
_logger.LogInformation("Successfully saved {ChangeCount} changes to database", result);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_logger.LogError(ex, "Failed to save changes to database");
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnConfiguring(DbContextOptionsBuilder optionsBuilder)
|
||||
{
|
||||
if (!optionsBuilder.IsConfigured)
|
||||
{
|
||||
_logger.LogWarning("DbContext is not configured - this should only happen during design-time operations");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Custom ApplicationUser for Identity integration
|
||||
public class ApplicationUser : IdentityUser<int>
|
||||
{
|
||||
public int? PlayerId { get; set; }
|
||||
public DateTime CreatedAt { get; set; } = DateTime.UtcNow;
|
||||
public DateTime LastLoginAt { get; set; } = DateTime.UtcNow;
|
||||
}
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user