/* * File: D:\shadowed-realms-mobile\ShadowedRealmsMobile\src\server\ShadowedRealms.API\Services\PurchaseService.cs * Created: 2025-10-19 * Last Modified: 2025-10-19 * Description: Concrete implementation of IPurchaseService providing comprehensive purchase and monetization business logic operations including anti-pay-to-win monitoring, ethical VIP progression, spending balance validation, and skill-based alternative systems with player protection * Last Edit Notes: Initial creation with complete business logic implementation focusing on ethical monetization */ using Microsoft.Extensions.Logging; using ShadowedRealms.Core.Interfaces; using ShadowedRealms.Core.Interfaces.Repositories; using ShadowedRealms.Core.Interfaces.Services; using ShadowedRealms.Core.Models; using ShadowedRealms.Core.Models.Player; namespace ShadowedRealms.API.Services { /// /// Concrete implementation of purchase service providing ethical monetization and anti-pay-to-win business logic /// public class PurchaseService : IPurchaseService { private readonly IUnitOfWork _unitOfWork; private readonly IPurchaseLogRepository _purchaseLogRepository; private readonly IPlayerRepository _playerRepository; private readonly IAllianceRepository _allianceRepository; private readonly IKingdomRepository _kingdomRepository; private readonly ICombatLogRepository _combatLogRepository; private readonly ILogger _logger; // Anti-pay-to-win constants for balance private const double MAX_SPENDING_VICTORY_INFLUENCE = 0.3; // Max 30% victory influence from spending private const double MIN_FREE_PLAYER_EFFECTIVENESS = 0.7; // Min 70% effectiveness for skilled free players private const double CHARGEBACK_RISK_THRESHOLD = 0.15; // 15% chargeback risk threshold private const int VIP_SECRET_TIER_THRESHOLD = 16; // VIP tiers 16+ are secret private const decimal HEALTHY_SPENDING_DAILY_LIMIT = 100m; // Daily spending limit for player protection private const int FRAUD_DETECTION_LOOKBACK_DAYS = 30; // Days to analyze for fraud patterns public PurchaseService( IUnitOfWork unitOfWork, IPurchaseLogRepository purchaseLogRepository, IPlayerRepository playerRepository, IAllianceRepository allianceRepository, IKingdomRepository kingdomRepository, ICombatLogRepository combatLogRepository, ILogger logger) { _unitOfWork = unitOfWork ?? throw new ArgumentNullException(nameof(unitOfWork)); _purchaseLogRepository = purchaseLogRepository ?? throw new ArgumentNullException(nameof(purchaseLogRepository)); _playerRepository = playerRepository ?? throw new ArgumentNullException(nameof(playerRepository)); _allianceRepository = allianceRepository ?? throw new ArgumentNullException(nameof(allianceRepository)); _kingdomRepository = kingdomRepository ?? throw new ArgumentNullException(nameof(kingdomRepository)); _combatLogRepository = combatLogRepository ?? throw new ArgumentNullException(nameof(combatLogRepository)); _logger = logger ?? throw new ArgumentNullException(nameof(logger)); } #region Purchase Processing & Validation public async Task<(bool Success, string TransactionId, Dictionary AppliedBenefits, Dictionary BalanceValidation)> ProcessPurchaseAsync(int playerId, int kingdomId, Dictionary purchaseDetails, Dictionary paymentMethod) { _logger.LogInformation("Processing purchase: Player {PlayerId}, Amount: {Amount}, Items: {ItemCount}", playerId, purchaseDetails.GetValueOrDefault("Amount", 0), ((List)purchaseDetails.GetValueOrDefault("Items", new List())).Count); return await _unitOfWork.ExecuteInTransactionAsync(async () => { var player = await _playerRepository.GetByIdAsync(playerId, kingdomId); if (player == null) throw new ArgumentException($"Player {playerId} not found in kingdom {kingdomId}"); // Fraud detection var (isFraudulent, riskScore, fraudIndicators, preventionMeasures) = await DetectPurchaseFraudAsync(playerId, kingdomId, purchaseDetails, paymentMethod); if (isFraudulent) { return (false, "", new Dictionary(), new Dictionary { ["Error"] = "Purchase blocked due to fraud detection", ["RiskScore"] = riskScore, ["FraudIndicators"] = fraudIndicators }); } // Balance validation var (isValid, validationWarnings, balanceImpact, alternativeOptions) = await ValidatePurchaseBalanceAsync(playerId, kingdomId, purchaseDetails); if (!isValid && balanceImpact.ContainsKey("BlockPurchase") && (bool)balanceImpact["BlockPurchase"]) { return (false, "", new Dictionary(), new Dictionary { ["Error"] = "Purchase would create unfair competitive advantage", ["ValidationWarnings"] = validationWarnings, ["AlternativeOptions"] = alternativeOptions }); } // Generate transaction ID var transactionId = $"TXN_{playerId}_{DateTime.UtcNow.Ticks}"; // Process payment (integrate with payment provider) var paymentResult = await ProcessPaymentTransaction(transactionId, purchaseDetails, paymentMethod); if (!paymentResult.Success) { return (false, transactionId, new Dictionary(), new Dictionary { ["Error"] = "Payment processing failed", ["PaymentError"] = paymentResult.ErrorMessage }); } // Apply purchase benefits var appliedBenefits = await ApplyPurchaseBenefits(playerId, kingdomId, purchaseDetails, transactionId); // Create purchase log var purchaseLog = new PurchaseLog { PlayerId = playerId, KingdomId = kingdomId, TransactionId = transactionId, Amount = Convert.ToDecimal(purchaseDetails["Amount"]), Currency = (string)purchaseDetails.GetValueOrDefault("Currency", "USD"), PurchaseType = (string)purchaseDetails["PurchaseType"], Items = purchaseDetails["Items"].ToString(), PaymentMethod = paymentMethod["Type"].ToString(), PurchaseDate = DateTime.UtcNow, IsRefunded = false }; await _purchaseLogRepository.CreateAsync(purchaseLog); // Update player spending statistics await UpdatePlayerSpendingStats(playerId, kingdomId, purchaseLog.Amount); // Create audit trail await CreateTransactionAuditTrailAsync(transactionId, new Dictionary { ["PlayerId"] = playerId, ["KingdomId"] = kingdomId, ["PurchaseDetails"] = purchaseDetails, ["AppliedBenefits"] = appliedBenefits, ["BalanceValidation"] = balanceImpact, ["FraudScore"] = riskScore }); _logger.LogInformation("Purchase processed successfully: {TransactionId}, Player {PlayerId}, Amount: {Amount}", transactionId, playerId, purchaseLog.Amount); return (true, transactionId, appliedBenefits, balanceImpact); }); } public async Task<(bool IsValid, List ValidationWarnings, Dictionary BalanceImpact, Dictionary AlternativeOptions)> ValidatePurchaseBalanceAsync(int playerId, int kingdomId, Dictionary purchaseDetails) { var validationWarnings = new List(); var balanceImpact = new Dictionary(); var alternativeOptions = new Dictionary(); var player = await _playerRepository.GetByIdAsync(playerId, kingdomId); if (player == null) return (false, new List { "Player not found" }, balanceImpact, alternativeOptions); var purchaseAmount = Convert.ToDecimal(purchaseDetails["Amount"]); var purchaseType = (string)purchaseDetails["PurchaseType"]; // Analyze current spending patterns var currentSpending = await _purchaseLogRepository.GetPlayerPurchaseSummaryAsync(playerId, kingdomId, 30); var monthlySpending = (decimal)currentSpending["TotalSpent"]; // Calculate potential competitive impact var competitiveImpact = await CalculatePurchaseCompetitiveImpact(playerId, kingdomId, purchaseDetails); balanceImpact["CompetitiveImpact"] = competitiveImpact; // Check spending dominance patterns var spendingDominance = await AnalyzeSpendingDominanceRisk(playerId, kingdomId, purchaseAmount); balanceImpact["SpendingDominance"] = spendingDominance; // Validate against anti-pay-to-win thresholds var antiP2WValidation = ValidateAntiPayToWinThresholds(competitiveImpact, spendingDominance); balanceImpact["AntiPayToWinValidation"] = antiP2WValidation; // Check if purchase would exceed healthy limits if (monthlySpending + purchaseAmount > HEALTHY_SPENDING_DAILY_LIMIT * 30) { validationWarnings.Add("Purchase exceeds recommended monthly spending limits"); balanceImpact["HealthySpendingConcern"] = true; } // Generate skill-based alternatives alternativeOptions = await ProvideSkillBasedAlternativesAsync(playerId, kingdomId, purchaseType); // Determine if purchase should be blocked var blockPurchase = (double)antiP2WValidation["VictoryInfluenceRisk"] > MAX_SPENDING_VICTORY_INFLUENCE || (double)spendingDominance["DominanceRisk"] > 0.8; balanceImpact["BlockPurchase"] = blockPurchase; if (blockPurchase) { validationWarnings.Add("Purchase would create unfair competitive advantage"); validationWarnings.Add("Consider skill-based alternatives provided"); } var isValid = !blockPurchase; return (isValid, validationWarnings, balanceImpact, alternativeOptions); } public async Task<(bool Success, Dictionary StateAdjustments, Dictionary FraudPrevention)> ProcessRefundAsync(int playerId, int kingdomId, string transactionId, string refundReason, string refundType) { _logger.LogInformation("Processing refund: Player {PlayerId}, Transaction {TransactionId}, Type: {RefundType}, Reason: {RefundReason}", playerId, transactionId, refundType, refundReason); return await _unitOfWork.ExecuteInTransactionAsync(async () => { // Get original purchase var purchaseLog = await _purchaseLogRepository.GetByTransactionIdAsync(transactionId, kingdomId); if (purchaseLog == null) { return (false, new Dictionary { ["Error"] = "Original transaction not found" }, new Dictionary()); } if (purchaseLog.IsRefunded) { return (false, new Dictionary { ["Error"] = "Transaction already refunded" }, new Dictionary()); } var player = await _playerRepository.GetByIdAsync(playerId, kingdomId); if (player == null) throw new ArgumentException($"Player {playerId} not found"); var stateAdjustments = new Dictionary(); var fraudPrevention = new Dictionary(); // Calculate refund impact on game state var refundImpact = await CalculateRefundGameStateImpact(purchaseLog, player); // Reverse VIP benefits if applicable if (purchaseLog.PurchaseType == "VIP" || purchaseLog.PurchaseType.Contains("VIP")) { var vipAdjustments = await ReverseVipBenefits(playerId, kingdomId, purchaseLog); stateAdjustments["VipAdjustments"] = vipAdjustments; } // Reverse premium item benefits var itemAdjustments = await ReversePremiumItemBenefits(playerId, kingdomId, purchaseLog); stateAdjustments["ItemAdjustments"] = itemAdjustments; // Implement fraud prevention measures for chargeback/dispute refunds if (refundType == "Chargeback" || refundType == "Dispute") { fraudPrevention = await ImplementChargebackFraudPrevention(playerId, kingdomId, purchaseLog); } // Mark purchase as refunded purchaseLog.IsRefunded = true; purchaseLog.RefundDate = DateTime.UtcNow; purchaseLog.RefundReason = refundReason; await _purchaseLogRepository.UpdateAsync(purchaseLog); // Update player spending statistics await UpdatePlayerSpendingStats(playerId, kingdomId, -purchaseLog.Amount); // Create refund audit trail await CreateTransactionAuditTrailAsync($"REFUND_{transactionId}", new Dictionary { ["OriginalTransactionId"] = transactionId, ["RefundType"] = refundType, ["RefundReason"] = refundReason, ["StateAdjustments"] = stateAdjustments, ["FraudPrevention"] = fraudPrevention, ["RefundAmount"] = purchaseLog.Amount }); _logger.LogInformation("Refund processed: Transaction {TransactionId}, Amount: {Amount}, Type: {RefundType}", transactionId, purchaseLog.Amount, refundType); return (true, stateAdjustments, fraudPrevention); }); } public async Task<(bool IsFraudulent, double RiskScore, List FraudIndicators, Dictionary PreventionMeasures)> DetectPurchaseFraudAsync(int playerId, int kingdomId, Dictionary purchaseDetails, Dictionary paymentMethod) { var fraudIndicators = new List(); var preventionMeasures = new Dictionary(); var riskScore = 0.0; var player = await _playerRepository.GetByIdAsync(playerId, kingdomId); if (player == null) return (true, 1.0, new List { "Player not found" }, preventionMeasures); // Analyze purchase patterns var recentPurchases = await _purchaseLogRepository.GetPlayerPurchasesAsync(playerId, kingdomId, TimeSpan.FromDays(FRAUD_DETECTION_LOOKBACK_DAYS)); // Check for rapid successive purchases (velocity check) var recentPurchaseCount = recentPurchases.Count(p => p.PurchaseDate > DateTime.UtcNow.AddHours(-1)); if (recentPurchaseCount > 5) { fraudIndicators.Add("High purchase velocity detected"); riskScore += 0.3; } // Check for unusual spending amounts var avgPurchaseAmount = recentPurchases.Any() ? recentPurchases.Average(p => p.Amount) : 0m; var currentAmount = Convert.ToDecimal(purchaseDetails["Amount"]); if (avgPurchaseAmount > 0 && currentAmount > avgPurchaseAmount * 10) { fraudIndicators.Add("Purchase amount significantly higher than historical pattern"); riskScore += 0.2; } // Check payment method consistency var paymentMethodChanges = AnalyzePaymentMethodChanges(recentPurchases, paymentMethod); if (paymentMethodChanges.IsUnusual) { fraudIndicators.Add("Unusual payment method change detected"); riskScore += 0.15; } // Check account age vs spending pattern var accountAge = DateTime.UtcNow - player.CreatedAt; var totalSpent = recentPurchases.Sum(p => p.Amount); if (accountAge.TotalDays < 7 && totalSpent > 500m) { fraudIndicators.Add("High spending on new account"); riskScore += 0.25; } // Check for chargeback history var chargebackHistory = recentPurchases.Count(p => p.RefundReason?.Contains("Chargeback") == true); if (chargebackHistory > 0) { fraudIndicators.Add("Previous chargeback activity detected"); riskScore += 0.4; } // Check device/location consistency (if available in payment method) if (paymentMethod.ContainsKey("DeviceFingerprint") && paymentMethod.ContainsKey("Location")) { var deviceConsistency = await ValidateDeviceConsistency(playerId, paymentMethod); if (!deviceConsistency.IsConsistent) { fraudIndicators.Add("Inconsistent device or location pattern"); riskScore += 0.2; } } // Implement prevention measures based on risk score if (riskScore > 0.5) { preventionMeasures["RequireAdditionalVerification"] = true; preventionMeasures["DelayBenefitApplication"] = TimeSpan.FromHours(24); } if (riskScore > 0.7) { preventionMeasures["RequireManualReview"] = true; preventionMeasures["TemporarilyRestrictPurchases"] = true; } var isFraudulent = riskScore > 0.8; if (isFraudulent) { _logger.LogWarning("Fraudulent purchase detected: Player {PlayerId}, Risk score: {RiskScore}, Indicators: {Indicators}", playerId, riskScore, string.Join(", ", fraudIndicators)); } return (isFraudulent, riskScore, fraudIndicators, preventionMeasures); } #endregion #region Anti-Pay-to-Win Monitoring public async Task> MonitorPayToWinDominanceAsync(int playerId, int kingdomId, TimeSpan monitoringPeriod) { var player = await _playerRepository.GetByIdAsync(playerId, kingdomId); if (player == null) throw new ArgumentException($"Player {playerId} not found"); var monitoring = new Dictionary { ["PlayerId"] = playerId, ["MonitoringPeriod"] = monitoringPeriod, ["MonitoringTimestamp"] = DateTime.UtcNow }; // Get spending data for monitoring period var spendingData = await _purchaseLogRepository.GetPlayerPurchaseSummaryAsync(playerId, kingdomId, (int)monitoringPeriod.TotalDays); var totalSpent = (decimal)spendingData["TotalSpent"]; monitoring["TotalSpending"] = totalSpent; // Analyze combat outcomes vs spending var combatAnalysis = await AnalyzeCombatOutcomesBySpending(playerId, kingdomId, monitoringPeriod); monitoring["CombatAnalysis"] = combatAnalysis; // Calculate spending dominance metrics var dominanceMetrics = await CalculateSpendingDominanceMetrics(playerId, kingdomId, totalSpent, monitoringPeriod); monitoring["DominanceMetrics"] = dominanceMetrics; // Assess competitive balance impact var balanceImpact = await AssessCompetitiveBalanceImpact(playerId, kingdomId, combatAnalysis, dominanceMetrics); monitoring["BalanceImpact"] = balanceImpact; // Generate balance correction recommendations var corrections = new List(); var victoryInfluence = (double)balanceImpact["VictoryInfluenceFromSpending"]; if (victoryInfluence > MAX_SPENDING_VICTORY_INFLUENCE) { corrections.Add("Victory outcomes too heavily influenced by spending"); corrections.Add("Recommend implementing skill-based balance adjustments"); corrections.Add("Consider offering enhanced strategic alternatives to opponents"); } var playerEffectiveness = (double)balanceImpact["OpponentEffectivenessVsSpender"]; if (playerEffectiveness < MIN_FREE_PLAYER_EFFECTIVENESS) { corrections.Add("Free players achieving less than 70% effectiveness against spenders"); corrections.Add("Recommend enhancing skill-based bonuses and strategic options"); } monitoring["BalanceCorrections"] = corrections; monitoring["RequiresIntervention"] = corrections.Any(); return monitoring; } public async Task> CalculateCompetitiveEffectivenessAsync(int playerId, int kingdomId, List comparisonGroup) { var effectiveness = new Dictionary { ["PlayerId"] = playerId, ["ComparisonGroupSize"] = comparisonGroup.Count, ["AnalysisTimestamp"] = DateTime.UtcNow }; var player = await _playerRepository.GetByIdAsync(playerId, kingdomId); if (player == null) throw new ArgumentException($"Player {playerId} not found"); // Get spending data var playerSpending = await _purchaseLogRepository.GetPlayerPurchaseSummaryAsync(playerId, kingdomId, 30); var playerTotalSpent = (decimal)playerSpending["TotalSpent"]; // Classify player spending tier var spendingTier = ClassifySpendingTier(playerTotalSpent); effectiveness["PlayerSpendingTier"] = spendingTier; effectiveness["PlayerTotalSpent"] = playerTotalSpent; // Calculate effectiveness metrics var playerMetrics = await GetPlayerEffectivenessMetrics(playerId, kingdomId); effectiveness["PlayerMetrics"] = playerMetrics; // Compare against similar spending tiers var tierComparison = await CompareAgainstSpendingTier(playerId, kingdomId, comparisonGroup, spendingTier); effectiveness["TierComparison"] = tierComparison; // Calculate skill vs spending contribution var skillVsSpendingBreakdown = CalculateSkillVsSpendingContribution(playerMetrics, playerTotalSpent); effectiveness["SkillVsSpendingBreakdown"] = skillVsSpendingBreakdown; // Validate 70% effectiveness threshold for free players if (spendingTier == "Free" || spendingTier == "Light") { var freePlayerEffectiveness = (double)tierComparison["RelativeEffectiveness"]; var meetsThreshold = freePlayerEffectiveness >= MIN_FREE_PLAYER_EFFECTIVENESS; effectiveness["MeetsEffectivenessThreshold"] = meetsThreshold; effectiveness["EffectivenessGap"] = MIN_FREE_PLAYER_EFFECTIVENESS - freePlayerEffectiveness; if (!meetsThreshold) { effectiveness["RecommendedSkillEnhancements"] = await GenerateSkillEnhancementRecommendations( playerId, kingdomId, freePlayerEffectiveness); } } return effectiveness; } public async Task> ImplementBalanceAdjustmentsAsync(List affectedPlayers, int kingdomId, string balanceType, Dictionary adjustmentParameters) { _logger.LogInformation("Implementing balance adjustments: {PlayerCount} players, Type: {BalanceType}", affectedPlayers.Count, balanceType); return await _unitOfWork.ExecuteInTransactionAsync(async () => { var adjustmentResults = new Dictionary { ["BalanceType"] = balanceType, ["AffectedPlayerCount"] = affectedPlayers.Count, ["AdjustmentTimestamp"] = DateTime.UtcNow }; var playerAdjustments = new Dictionary(); foreach (var playerId in affectedPlayers) { var player = await _playerRepository.GetByIdAsync(playerId, kingdomId); if (player == null) continue; var playerSpending = await _purchaseLogRepository.GetPlayerPurchaseSummaryAsync(playerId, kingdomId, 30); var spendingTier = ClassifySpendingTier((decimal)playerSpending["TotalSpent"]); var adjustments = new Dictionary(); switch (balanceType.ToLower()) { case "skill_bonuses": adjustments = await ApplySkillBasedBalanceBonuses(playerId, kingdomId, spendingTier, adjustmentParameters); break; case "strategic_advantages": adjustments = await ApplyStrategicAdvantages(playerId, kingdomId, spendingTier, adjustmentParameters); break; case "coordination_bonuses": adjustments = await ApplyCoordinationBonuses(playerId, kingdomId, spendingTier, adjustmentParameters); break; case "intelligence_bonuses": adjustments = await ApplyIntelligenceBonuses(playerId, kingdomId, spendingTier, adjustmentParameters); break; default: adjustments["Error"] = $"Unknown balance type: {balanceType}"; break; } playerAdjustments[$"Player_{playerId}"] = adjustments; } adjustmentResults["PlayerAdjustments"] = playerAdjustments; // Validate adjustment effectiveness var effectivenessValidation = await ValidateAdjustmentEffectiveness(affectedPlayers, kingdomId, balanceType); adjustmentResults["EffectivenessValidation"] = effectivenessValidation; return adjustmentResults; }); } public async Task> ValidateVictoryOutcomeBalanceAsync(int kingdomId, TimeSpan analysisTimeframe, string gameMode = null) { var validation = new Dictionary { ["KingdomId"] = kingdomId, ["AnalysisTimeframe"] = analysisTimeframe, ["GameMode"] = gameMode, ["AnalysisTimestamp"] = DateTime.UtcNow }; // Get combat data for analysis period var combatLogs = await _combatLogRepository.GetKingdomCombatLogsAsync(kingdomId, analysisTimeframe); if (gameMode != null) { combatLogs = combatLogs.Where(c => c.BattleType?.Contains(gameMode) == true); } var totalBattles = combatLogs.Count(); validation["TotalBattlesAnalyzed"] = totalBattles; if (totalBattles == 0) { validation["ValidationResult"] = "Insufficient battle data for analysis"; return validation; } // Analyze victory outcomes by spending patterns var victoryAnalysis = new Dictionary(); var spendingInfluencedVictories = 0; var skillInfluencedVictories = 0; var balancedVictories = 0; foreach (var combat in combatLogs) { var outcomeAnalysis = await AnalyzeBattleOutcomeInfluence(combat, kingdomId); var spendingInfluence = (double)outcomeAnalysis["SpendingInfluence"]; if (spendingInfluence > 0.7) spendingInfluencedVictories++; else if (spendingInfluence < 0.3) skillInfluencedVictories++; else balancedVictories++; } var spendingInfluenceRate = (double)spendingInfluencedVictories / totalBattles; var skillInfluenceRate = (double)skillInfluencedVictories / totalBattles; var balancedRate = (double)balancedVictories / totalBattles; victoryAnalysis["SpendingInfluencedRate"] = spendingInfluenceRate; victoryAnalysis["SkillInfluencedRate"] = skillInfluenceRate; victoryAnalysis["BalancedRate"] = balancedRate; validation["VictoryAnalysis"] = victoryAnalysis; // Validate against 30% threshold var meetsThreshold = spendingInfluenceRate <= MAX_SPENDING_VICTORY_INFLUENCE; validation["MeetsBalanceThreshold"] = meetsThreshold; validation["ThresholdViolation"] = spendingInfluenceRate - MAX_SPENDING_VICTORY_INFLUENCE; // Generate recommendations var recommendations = new List(); if (!meetsThreshold) { recommendations.Add($"Spending influence ({spendingInfluenceRate * 100:F1}%) exceeds 30% threshold"); recommendations.Add("Implement enhanced skill-based bonuses for lower spenders"); recommendations.Add("Provide additional strategic options and coordination tools"); recommendations.Add("Consider temporary balance adjustments for affected game modes"); } else { recommendations.Add("Victory outcome balance within acceptable parameters"); recommendations.Add("Continue monitoring for emerging imbalance patterns"); } validation["Recommendations"] = recommendations; validation["OverallBalance"] = meetsThreshold ? "Balanced" : "Requires Correction"; return validation; } #endregion #region VIP System Management public async Task<(bool TierAdvanced, int NewVipTier, bool IsSecretTier, Dictionary NewBenefits, double ChargebackRisk, Dictionary SkillAlternatives)> ManageVipProgressionAsync(int playerId, int kingdomId, decimal purchaseAmount, string purchaseType) { _logger.LogInformation("Managing VIP progression: Player {PlayerId}, Purchase amount: {Amount}, Type: {PurchaseType}", playerId, purchaseAmount, purchaseType); return await _unitOfWork.ExecuteInTransactionAsync(async () => { var player = await _playerRepository.GetByIdAsync(playerId, kingdomId); if (player == null) throw new ArgumentException($"Player {playerId} not found"); var oldVipTier = player.VipTier; // Calculate chargeback risk var chargebackRisk = await CalculateChargebackRisk(playerId, kingdomId, purchaseAmount, purchaseType); // Update VIP progression (delegate to player repository for tier calculation) var (tierUpdated, newVipTier, chargebackProtection) = await _playerRepository.UpdateVipTierAsync( playerId, kingdomId, purchaseAmount); var isSecretTier = newVipTier >= VIP_SECRET_TIER_THRESHOLD; var newBenefits = new Dictionary(); var skillAlternatives = new Dictionary(); if (tierUpdated) { // Calculate new VIP benefits with balance considerations newBenefits = await CalculateVipBenefitsWithAlternativesAsync(playerId, kingdomId, newVipTier); // Generate skill-based alternatives for the same benefits skillAlternatives = await GenerateVipSkillAlternatives(newVipTier, newBenefits); // Apply chargeback protection for secret tiers if (isSecretTier && chargebackRisk > CHARGEBACK_RISK_THRESHOLD) { var protection = await HandleVipChargebackProtectionAsync(playerId, kingdomId, new Dictionary { ["ChargebackRisk"] = chargebackRisk, ["VipTier"] = newVipTier, ["PurchaseAmount"] = purchaseAmount }); newBenefits["ChargebackProtection"] = protection; } _logger.LogInformation("VIP tier advanced: Player {PlayerId}, Tier {OldTier} → {NewTier} (Secret: {IsSecret})", playerId, oldVipTier, newVipTier, isSecretTier); } return (tierUpdated, newVipTier, isSecretTier, newBenefits, chargebackRisk, skillAlternatives); }); } public async Task> CalculateVipBenefitsWithAlternativesAsync(int playerId, int kingdomId, int vipTier) { var benefits = new Dictionary { ["VipTier"] = vipTier, ["CalculationTimestamp"] = DateTime.UtcNow }; // Calculate convenience benefits (primary VIP value) var convenienceBenefits = new Dictionary { ["AutoResourceCollection"] = vipTier >= 5, ["QueueSlots"] = Math.Min(1 + (vipTier / 5), 4), ["InstantBuildingCompletion"] = Math.Min(vipTier / 10, 3), // Limited uses ["AdvancedIntelligence"] = vipTier >= 10, ["PremiumCustomization"] = vipTier >= 8, ["ExclusiveChat"] = vipTier >= 12 }; benefits["ConvenienceBenefits"] = convenienceBenefits; // Calculate minor gameplay benefits (capped to prevent pay-to-win) var gameplayBenefits = new Dictionary { ["ConstructionSpeedBonus"] = Math.Min(vipTier * 1.5, 15), // Max 15% ["ResearchSpeedBonus"] = Math.Min(vipTier * 1.5, 15), // Max 15% ["MarchSpeedBonus"] = Math.Min(vipTier * 1, 10), // Max 10% ["ResourceCapacityBonus"] = Math.Min(vipTier * 2, 20) // Max 20% }; benefits["GameplayBenefits"] = gameplayBenefits; // Secret tier benefits (16+) with chargeback protection if (vipTier >= VIP_SECRET_TIER_THRESHOLD) { var secretBenefits = new Dictionary { ["SecretTierStatus"] = true, ["HiddenFromOthers"] = true, ["ExclusiveTerritoryAccess"] = true, ["PremiumSupportChannel"] = true, ["EarlyFeatureAccess"] = true }; benefits["SecretTierBenefits"] = secretBenefits; } // Generate skill-based alternatives that provide similar value var skillAlternatives = new Dictionary { ["AchievementBasedSpeedups"] = "Complete daily objectives for speed bonuses", ["StrategicCoordinationBonuses"] = "Alliance coordination provides equivalent bonuses", ["IntelligenceGatheringSkills"] = "Scouting mastery provides advanced intelligence", ["TerritorialMastery"] = "Territory control unlocks exclusive areas", ["CommunityLeadership"] = "Alliance roles provide exclusive communication channels" }; benefits["SkillBasedAlternatives"] = skillAlternatives; return benefits; } public async Task<(bool Success, Dictionary AppliedBenefits, List ValidationWarnings)> ProcessVipBenefitClaimAsync(int playerId, int kingdomId, string benefitType, Dictionary claimParameters) { var player = await _playerRepository.GetByIdAsync(playerId, kingdomId); if (player == null) return (false, new Dictionary(), new List { "Player not found" }); var validationWarnings = new List(); var appliedBenefits = new Dictionary(); // Validate VIP tier for benefit var requiredTier = GetRequiredVipTierForBenefit(benefitType); if (player.VipTier < requiredTier) { validationWarnings.Add($"VIP tier {requiredTier} required for {benefitType} (current: {player.VipTier})"); return (false, appliedBenefits, validationWarnings); } // Check usage limits and cooldowns var usageLimits = await ValidateVipBenefitUsageLimits(playerId, kingdomId, benefitType); if (!usageLimits.CanUse) { validationWarnings.AddRange(usageLimits.Restrictions); return (false, appliedBenefits, validationWarnings); } // Process benefit claim switch (benefitType.ToLower()) { case "instant_completion": appliedBenefits = await ProcessInstant