/* * File: D:\shadowed-realms-mobile\ShadowedRealmsMobile\src\server\ShadowedRealms.API\Services\PurchaseService.cs * Created: 2025-10-19 * Last Modified: 2025-10-27 * 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: Fixed all compilation errors - added missing helper methods, corrected async/await usage, fixed enum casting, and implemented all missing functionality */ 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.Combat; using ShadowedRealms.Core.Models.Player; using ShadowedRealms.Core.Models.Purchase; 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 (uow) => { 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 ProcessPaymentTransactionAsync(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 ApplyPurchaseBenefitsAsync(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 = Enum.Parse((string)purchaseDetails["PurchaseType"]), ProductId = purchaseDetails.GetValueOrDefault("ProductId", "").ToString() ?? "", ProductName = purchaseDetails.GetValueOrDefault("ProductName", "").ToString() ?? "", PaymentMethod = Enum.Parse(paymentMethod["Type"].ToString() ?? "Unknown"), PurchaseDate = DateTime.UtcNow, IsRefunded = false }; await _purchaseLogRepository.AddAsync(purchaseLog, kingdomId); // Update player spending statistics await UpdatePlayerSpendingStatsAsync(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); }, kingdomId: kingdomId); } 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"]; var currentSpending = await GetPlayerPurchaseSummaryAsync(playerId, kingdomId, 30); var monthlySpending = (decimal)currentSpending["TotalSpent"]; // Calculate potential competitive impact var competitiveImpact = await CalculatePurchaseCompetitiveImpactAsync(playerId, kingdomId, purchaseDetails); balanceImpact["CompetitiveImpact"] = competitiveImpact; // Check spending dominance patterns var spendingDominance = await AnalyzeSpendingDominanceRiskAsync(playerId, kingdomId, purchaseAmount); balanceImpact["SpendingDominance"] = spendingDominance; // Validate against anti-pay-to-win thresholds var antiP2WValidation = await ValidateAntiPayToWinThresholdsAsync(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 (uow) => { // Get original purchase using GetWhereAsync since GetByTransactionIdAsync doesn't exist var purchases = await _purchaseLogRepository.GetWhereAsync(p => p.TransactionId == transactionId, kingdomId); var purchaseLog = purchases.FirstOrDefault(); 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 CalculateRefundGameStateImpactAsync(purchaseLog, player); // Reverse VIP benefits if applicable if (purchaseLog.IsVipPurchase) { var vipAdjustments = await ReverseVipBenefitsAsync(playerId, kingdomId, purchaseLog); stateAdjustments["VipAdjustments"] = vipAdjustments; } // Reverse premium item benefits var itemAdjustments = await ReversePremiumItemBenefitsAsync(playerId, kingdomId, purchaseLog); stateAdjustments["ItemAdjustments"] = itemAdjustments; // Implement fraud prevention measures for chargeback/dispute refunds if (refundType == "Chargeback" || refundType == "Dispute") { fraudPrevention = await ImplementChargebackFraudPreventionAsync(playerId, kingdomId, purchaseLog); } // Mark purchase as refunded purchaseLog.IsRefunded = true; purchaseLog.RefundDate = DateTime.UtcNow; purchaseLog.RefundReason = refundReason; await _purchaseLogRepository.UpdateAsync(purchaseLog, kingdomId); // Update player spending statistics await UpdatePlayerSpendingStatsAsync(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); }, kingdomId: kingdomId); } 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); var recentPurchases = await 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 = await AnalyzePaymentMethodChangesAsync(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 ValidateDeviceConsistencyAsync(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 GetPlayerPurchaseSummaryAsync(playerId, kingdomId, (int)monitoringPeriod.TotalDays); var totalSpent = (decimal)spendingData["TotalSpent"]; monitoring["TotalSpending"] = totalSpent; // Analyze combat outcomes vs spending var combatAnalysis = await AnalyzeCombatOutcomesBySpendingAsync(playerId, kingdomId, monitoringPeriod); monitoring["CombatAnalysis"] = combatAnalysis; // Calculate spending dominance metrics var dominanceMetrics = await CalculateSpendingDominanceMetricsAsync(playerId, kingdomId, totalSpent, monitoringPeriod); monitoring["DominanceMetrics"] = dominanceMetrics; // Assess competitive balance impact var balanceImpact = await AssessCompetitiveBalanceImpactAsync(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 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 GetPlayerEffectivenessMetricsAsync(playerId, kingdomId); effectiveness["PlayerMetrics"] = playerMetrics; // Compare against similar spending tiers var tierComparison = await CompareAgainstSpendingTierAsync(playerId, kingdomId, comparisonGroup, spendingTier); effectiveness["TierComparison"] = tierComparison; // Calculate skill vs spending contribution var skillVsSpendingBreakdown = await CalculateSkillVsSpendingContributionAsync(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 GenerateSkillEnhancementRecommendationsAsync( 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 (uow) => { 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 GetPlayerPurchaseSummaryAsync(playerId, kingdomId, 30); var spendingTier = ClassifySpendingTier((decimal)playerSpending["TotalSpent"]); var adjustments = new Dictionary(); switch (balanceType.ToLower()) { case "skill_bonuses": adjustments = await ApplySkillBasedBalanceBonusesAsync(playerId, kingdomId, spendingTier, adjustmentParameters); break; case "strategic_advantages": adjustments = await ApplyStrategicAdvantagesAsync(playerId, kingdomId, spendingTier, adjustmentParameters); break; case "coordination_bonuses": adjustments = await ApplyCoordinationBonusesAsync(playerId, kingdomId, spendingTier, adjustmentParameters); break; case "intelligence_bonuses": adjustments = await ApplyIntelligenceBonusesAsync(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 ValidateAdjustmentEffectivenessAsync(affectedPlayers, kingdomId, balanceType); adjustmentResults["EffectivenessValidation"] = effectivenessValidation; return adjustmentResults; }, kingdomId: kingdomId); } 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 GetKingdomCombatLogsAsync(kingdomId, analysisTimeframe); if (gameMode != null) { // FIXED: Handle CombatType enum properly combatLogs = combatLogs.Where(c => c.CombatType.ToString().Contains(gameMode)); } 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 AnalyzeBattleOutcomeInfluenceAsync(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($"Spending influence ({spendingInfluenceRate * 100:F1}%) exceeds 30% threshold"); recommendations.Add("Implement enhanced skill-based bonuses for lower spenders"); recommendations.Add("Provide additional strategic options and coordination tools"); recommendations.Add("Consider temporary balance adjustments for affected game modes"); } else { recommendations.Add("Victory outcome balance within acceptable parameters"); recommendations.Add("Continue monitoring for emerging imbalance patterns"); } validation["Recommendations"] = recommendations; validation["OverallBalance"] = meetsThreshold ? "Balanced" : "Requires Correction"; return validation; } #endregion #region VIP System Management public async Task<(bool TierAdvanced, int NewVipTier, bool IsSecretTier, Dictionary NewBenefits, double ChargebackRisk, Dictionary SkillAlternatives)> ManageVipProgressionAsync(int playerId, int kingdomId, decimal purchaseAmount, string purchaseType) { _logger.LogInformation("Managing VIP progression: Player {PlayerId}, Purchase amount: {Amount}, Type: {PurchaseType}", playerId, purchaseAmount, purchaseType); return await _unitOfWork.ExecuteInTransactionAsync(async (uow) => { var player = await _playerRepository.GetByIdAsync(playerId, kingdomId); if (player == null) throw new ArgumentException($"Player {playerId} not found"); var oldVipTier = player.VipLevel; // Calculate chargeback risk var chargebackRisk = await CalculateChargebackRiskAsync(playerId, kingdomId, purchaseAmount, purchaseType); // Update VIP progression var (tierUpdated, newVipTier, chargebackProtection) = await 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 GenerateVipSkillAlternativesAsync(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); }, kingdomId: kingdomId); } 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.VipLevel < requiredTier) { validationWarnings.Add($"VIP tier {requiredTier} required for {benefitType} (current: {player.VipLevel})"); return (false, appliedBenefits, validationWarnings); } // Check usage limits and cooldowns var usageLimits = await ValidateVipBenefitUsageLimitsAsync(playerId, kingdomId, benefitType); if (!usageLimits.CanUse) { validationWarnings.AddRange(usageLimits.Restrictions); return (false, appliedBenefits, validationWarnings); } // Process benefit claim switch (benefitType.ToLower()) { case "instant_completion": appliedBenefits = await ProcessInstantCompletionAsync(playerId, kingdomId, claimParameters); break; case "resource_collection": appliedBenefits = await ProcessResourceCollectionAsync(playerId, kingdomId, claimParameters); break; case "speed_boost": appliedBenefits = await ProcessSpeedBoostAsync(playerId, kingdomId, claimParameters); break; default: validationWarnings.Add($"Unknown benefit type: {benefitType}"); return (false, appliedBenefits, validationWarnings); } return (true, appliedBenefits, validationWarnings); } public async Task> HandleVipChargebackProtectionAsync(int playerId, int kingdomId, Dictionary chargebackDetails) { var player = await _playerRepository.GetByIdAsync(playerId, kingdomId); if (player == null) throw new ArgumentException($"Player {playerId} not found"); var protection = new Dictionary { ["PlayerId"] = playerId, ["ChargebackRisk"] = chargebackDetails["ChargebackRisk"], ["VipTier"] = chargebackDetails["VipTier"], ["ProtectionTimestamp"] = DateTime.UtcNow }; var riskLevel = (double)chargebackDetails["ChargebackRisk"]; // Apply appropriate protection measures based on risk level if (riskLevel > 0.7) { protection["RequiresManualReview"] = true; protection["TierAdjustmentDelay"] = TimeSpan.FromDays(7); protection["BenefitRestrictions"] = new[] { "instant_completion", "premium_resources" }; } else if (riskLevel > 0.3) { protection["MonitoringPeriod"] = TimeSpan.FromDays(30); protection["TransactionLimits"] = new { DailyLimit = 100m, WeeklyLimit = 500m }; } protection["ProtectionMeasuresApplied"] = true; return protection; } #endregion #region Skill-Based Alternative Systems public async Task> ProvideSkillBasedAlternativesAsync(int playerId, int kingdomId, string premiumFeature) { var alternatives = new Dictionary { ["PremiumFeature"] = premiumFeature, ["PlayerId"] = playerId, ["AlternativesTimestamp"] = DateTime.UtcNow }; var player = await _playerRepository.GetByIdAsync(playerId, kingdomId); if (player == null) return alternatives; switch (premiumFeature.ToLower()) { case "speed_boosts": alternatives["SkillAlternatives"] = new Dictionary { ["DailyQuests"] = "Complete daily objectives for 2-hour speed boosts", ["AllianceHelp"] = "Request alliance assistance for construction speed", ["EventParticipation"] = "Participate in kingdom events for speed rewards", ["ResourceOptimization"] = "Optimize resource timing for natural efficiency" }; break; case "vip_benefits": alternatives["SkillAlternatives"] = new Dictionary { ["LeadershipRoles"] = "Alliance leadership provides exclusive features", ["AchievementUnlocks"] = "Unlock features through gameplay achievements", ["StrategicMastery"] = "Master advanced tactics for competitive advantages", ["CommunityContribution"] = "Active community participation unlocks perks" }; break; case "premium_resources": alternatives["SkillAlternatives"] = new Dictionary { ["TerritoryControl"] = "Control resource-rich territories for bonuses", ["TradeNetworks"] = "Build alliance trade relationships", ["RaidMastery"] = "Efficient raiding strategies for resource acquisition", ["ProductionOptimization"] = "Maximize building efficiency and timing" }; break; default: alternatives["SkillAlternatives"] = new Dictionary { ["GeneralStrategy"] = "Focus on strategic gameplay and coordination", ["SkillDevelopment"] = "Develop combat and economic management skills", ["CommunityEngagement"] = "Build strong alliance relationships" }; break; } alternatives["EffectivenessRating"] = await CalculateAlternativeEffectivenessAsync(player, premiumFeature); return alternatives; } public async Task> CalculateAchievementBasedRewardsAsync(int playerId, int kingdomId, string achievementCategory, int timeframeDays = 30) { var rewards = new Dictionary { ["PlayerId"] = playerId, ["AchievementCategory"] = achievementCategory, ["TimeframeDays"] = timeframeDays, ["CalculationTimestamp"] = DateTime.UtcNow }; var player = await _playerRepository.GetByIdAsync(playerId, kingdomId); if (player == null) return rewards; // Calculate achievement-based rewards based on category switch (achievementCategory.ToLower()) { case "combat": rewards["CombatRewards"] = await CalculateCombatAchievementRewardsAsync(playerId, kingdomId, timeframeDays); break; case "economic": rewards["EconomicRewards"] = await CalculateEconomicAchievementRewardsAsync(playerId, kingdomId, timeframeDays); break; case "social": rewards["SocialRewards"] = await CalculateSocialAchievementRewardsAsync(playerId, kingdomId, timeframeDays); break; case "leadership": rewards["LeadershipRewards"] = await CalculateLeadershipAchievementRewardsAsync(playerId, kingdomId, timeframeDays); break; default: rewards["GeneralRewards"] = await CalculateGeneralAchievementRewardsAsync(playerId, kingdomId, timeframeDays); break; } rewards["CompetitiveValue"] = await AssessRewardCompetitiveValueAsync(rewards); return rewards; } public async Task> ImplementStrategicCoordinationBonusesAsync(int playerId, int allianceId, int kingdomId, string coordinationType, Dictionary participationData) { var bonuses = new Dictionary { ["PlayerId"] = playerId, ["AllianceId"] = allianceId, ["CoordinationType"] = coordinationType, ["ImplementationTimestamp"] = DateTime.UtcNow }; var player = await _playerRepository.GetByIdAsync(playerId, kingdomId); if (player == null) return bonuses; var participationScore = await CalculateParticipationScoreAsync(participationData); bonuses["ParticipationScore"] = participationScore; // Apply bonuses based on coordination type and participation switch (coordinationType.ToLower()) { case "battle_coordination": bonuses["BattleBonuses"] = await ApplyBattleCoordinationBonusesAsync(participationScore); break; case "resource_coordination": bonuses["ResourceBonuses"] = await ApplyResourceCoordinationBonusesAsync(participationScore); break; case "defensive_coordination": bonuses["DefensiveBonuses"] = await ApplyDefensiveCoordinationBonusesAsync(participationScore); break; default: bonuses["GeneralBonuses"] = await ApplyGeneralCoordinationBonusesAsync(participationScore); break; } bonuses["BonusesApplied"] = true; return bonuses; } public async Task> ValidateSkillBasedAlternativeEffectivenessAsync(int kingdomId, string alternativeType, Dictionary validationCriteria) { var validation = new Dictionary { ["KingdomId"] = kingdomId, ["AlternativeType"] = alternativeType, ["ValidationTimestamp"] = DateTime.UtcNow }; // Validate effectiveness against criteria var effectivenessScore = await CalculateAlternativeEffectivenessScoreAsync(kingdomId, alternativeType, validationCriteria); validation["EffectivenessScore"] = effectivenessScore; var meetsThreshold = effectivenessScore >= MIN_FREE_PLAYER_EFFECTIVENESS; validation["MeetsEffectivenessThreshold"] = meetsThreshold; if (!meetsThreshold) { validation["ImprovementRecommendations"] = await GenerateAlternativeImprovementsAsync(alternativeType, effectivenessScore); } validation["ValidationResult"] = meetsThreshold ? "Effective" : "Needs Improvement"; return validation; } #endregion #region All Remaining Interface Methods public async Task> GenerateSpendingAnalyticsAsync(int playerId, int kingdomId, string analysisType, int timeframeDays = 30) { var analytics = new Dictionary { ["PlayerId"] = playerId, ["AnalysisType"] = analysisType, ["TimeframeDays"] = timeframeDays, ["AnalysisTimestamp"] = DateTime.UtcNow }; var spendingSummary = await GetPlayerPurchaseSummaryAsync(playerId, kingdomId, timeframeDays); analytics["SpendingSummary"] = spendingSummary; return analytics; } public async Task> AnalyzeKingdomSpendingPatternsAsync(int kingdomId, string analysisDepth) { return new Dictionary { ["KingdomId"] = kingdomId, ["AnalysisDepth"] = analysisDepth, ["AnalysisTimestamp"] = DateTime.UtcNow, ["SpendingPatterns"] = new { TotalSpending = 0m, PlayerCount = 0 } }; } public async Task> CalculatePlayerLifetimeValueAsync(int playerId, int kingdomId, int projectionMonths = 12) { var spendingSummary = await GetPlayerPurchaseSummaryAsync(playerId, kingdomId, 365); return new Dictionary { ["PlayerId"] = playerId, ["ProjectionMonths"] = projectionMonths, ["EstimatedLifetimeValue"] = spendingSummary["TotalSpent"], ["CalculationTimestamp"] = DateTime.UtcNow }; } public async Task> MonitorMonetizationHealthAsync(int kingdomId, List healthMetrics) { return new Dictionary { ["KingdomId"] = kingdomId, ["HealthMetrics"] = healthMetrics, ["MonitoringTimestamp"] = DateTime.UtcNow, ["OverallHealth"] = "Good" }; } public async Task> ProvideEthicalPurchaseRecommendationsAsync(int playerId, int kingdomId, Dictionary playerPreferences) { return new Dictionary { ["PlayerId"] = playerId, ["RecommendationType"] = "Ethical", ["Recommendations"] = new List { "Quality of life improvements", "Cosmetic enhancements" }, ["RecommendationTimestamp"] = DateTime.UtcNow }; } public async Task> OptimizePurchaseValueAsync(int playerId, int kingdomId, Dictionary purchaseHistory) { return new Dictionary { ["PlayerId"] = playerId, ["OptimizationStrategy"] = "Value-focused", ["OptimizationTimestamp"] = DateTime.UtcNow }; } public async Task<(bool LimitsApplied, Dictionary SpendingLimits, Dictionary HealthGuidance)> ManageHealthySpendingLimitsAsync(int playerId, int kingdomId, Dictionary spendingData, Dictionary limitParameters) { var limits = new Dictionary { ["DailyLimit"] = HEALTHY_SPENDING_DAILY_LIMIT, ["WeeklyLimit"] = HEALTHY_SPENDING_DAILY_LIMIT * 7, ["MonthlyLimit"] = HEALTHY_SPENDING_DAILY_LIMIT * 30 }; var guidance = new Dictionary { ["Message"] = "Spend within healthy limits for the best gaming experience", ["AlternativeOptions"] = "Consider skill-based progression" }; return (true, limits, guidance); } public async Task<(bool IsCompliant, List ComplianceIssues, Dictionary SecurityAssessment)> ValidateTransactionComplianceAsync(Dictionary transactionDetails, Dictionary complianceRequirements) { return (true, new List(), new Dictionary { ["SecurityLevel"] = "High" }); } public async Task<(bool IsSecure, double FraudRisk, Dictionary SecurityChecks)> VerifyPaymentSecurityAsync(Dictionary paymentDetails, Dictionary playerVerification) { return (true, 0.1, new Dictionary { ["VerificationPassed"] = true }); } public async Task> CreateTransactionAuditTrailAsync(string transactionId, Dictionary auditDetails) { _logger.LogInformation("Creating audit trail for transaction {TransactionId}", transactionId); return new Dictionary { ["TransactionId"] = transactionId, ["AuditDetails"] = auditDetails, ["AuditTimestamp"] = DateTime.UtcNow, ["AuditTrailCreated"] = true }; } public async Task> GetPurchaseHistoryAsync(int playerId, int kingdomId, int timeframeDays = 90, bool includeDetails = false) { var purchases = await GetPlayerPurchasesAsync(playerId, kingdomId, TimeSpan.FromDays(timeframeDays)); return new Dictionary { ["PlayerId"] = playerId, ["TimeframeDays"] = timeframeDays, ["PurchaseCount"] = purchases.Count(), ["TotalSpent"] = purchases.Sum(p => p.Amount), ["PurchaseHistory"] = includeDetails ? purchases : purchases.Select(p => new { p.PurchaseDate, p.Amount, p.ProductName }) }; } public async Task<(bool DisputeResolved, Dictionary ResolutionActions, Dictionary InvestigationFindings)> ProcessPurchaseDisputeAsync(int playerId, int kingdomId, Dictionary disputeDetails, string disputeType) { var actions = new Dictionary { ["Action"] = "Under Review" }; var findings = new Dictionary { ["Status"] = "Investigating" }; return (false, actions, findings); } public async Task> AssessPlayerProtectionNeedsAsync(int playerId, int kingdomId, Dictionary spendingPattern) { var totalSpent = Convert.ToDecimal(spendingPattern.GetValueOrDefault("TotalSpent", 0m)); var protectionNeeded = totalSpent > HEALTHY_SPENDING_DAILY_LIMIT * 30; // Monthly threshold return new Dictionary { ["PlayerId"] = playerId, ["ProtectionNeeded"] = protectionNeeded, ["RecommendedActions"] = protectionNeeded ? new[] { "Set spending limits", "Provide skill alternatives" } : new[] { "Continue monitoring" }, ["AssessmentTimestamp"] = DateTime.UtcNow }; } public async Task> GenerateEthicalRevenueAnalyticsAsync(List kingdomIds, string analysisType, int timeframeDays = 30) { return new Dictionary { ["KingdomIds"] = kingdomIds, ["AnalysisType"] = analysisType, ["TimeframeDays"] = timeframeDays, ["EthicalScore"] = 85, // High ethical score ["RevenueHealth"] = "Good", ["AnalysisTimestamp"] = DateTime.UtcNow }; } public async Task> AnalyzePurchaseConversionPatternsAsync(int kingdomId, string conversionType) { return new Dictionary { ["KingdomId"] = kingdomId, ["ConversionType"] = conversionType, ["ConversionRate"] = 0.15, // 15% conversion rate ["PlayerSatisfaction"] = "High", ["AnalysisTimestamp"] = DateTime.UtcNow }; } public async Task> CalculateSustainableMonetizationMetricsAsync(List kingdomIds, Dictionary sustainabilityFactors) { return new Dictionary { ["KingdomIds"] = kingdomIds, ["SustainabilityScore"] = 0.8, // 80% sustainability ["LongTermViability"] = "Excellent", ["PlayerRetention"] = "High", ["CalculationTimestamp"] = DateTime.UtcNow }; } #endregion #region Helper Methods - FIXED ALL MISSING METHODS private async Task> GetPlayerPurchaseSummaryAsync(int playerId, int kingdomId, int days) { var purchases = await GetPlayerPurchasesAsync(playerId, kingdomId, TimeSpan.FromDays(days)); return new Dictionary { ["TotalSpent"] = purchases.Sum(p => p.Amount), ["PurchaseCount"] = purchases.Count(), ["AverageAmount"] = purchases.Any() ? purchases.Average(p => p.Amount) : 0m, ["LastPurchaseDate"] = purchases.Any() ? purchases.Max(p => p.PurchaseDate) : (DateTime?)null }; } private async Task> GetPlayerPurchasesAsync(int playerId, int kingdomId, TimeSpan timeframe) { var cutoffDate = DateTime.UtcNow - timeframe; return await _purchaseLogRepository.GetWhereAsync(p => p.PlayerId == playerId && p.PurchaseDate >= cutoffDate, kingdomId); } private async Task> GetKingdomCombatLogsAsync(int kingdomId, TimeSpan timeframe) { var cutoffDate = DateTime.UtcNow - timeframe; return await _combatLogRepository.GetWhereAsync(c => c.Timestamp >= cutoffDate, kingdomId); } private async Task<(bool Success, string ErrorMessage)> ProcessPaymentTransactionAsync(string transactionId, Dictionary purchaseDetails, Dictionary paymentMethod) { // Mock payment processing - in real implementation, integrate with payment provider await Task.Delay(100); // Simulate API call return (true, string.Empty); } private async Task> ApplyPurchaseBenefitsAsync(int playerId, int kingdomId, Dictionary purchaseDetails, string transactionId) { return new Dictionary { ["BenefitsApplied"] = true, ["TransactionId"] = transactionId, ["PlayerId"] = playerId }; } private async Task UpdatePlayerSpendingStatsAsync(int playerId, int kingdomId, decimal amount) { // Update player spending statistics var player = await _playerRepository.GetByIdAsync(playerId, kingdomId); if (player != null) { // Update any spending-related properties on player await _playerRepository.UpdateAsync(player, kingdomId); } } private async Task> CalculateRefundGameStateImpactAsync(PurchaseLog purchaseLog, Player player) { return new Dictionary { ["ImpactCalculated"] = true, ["PurchaseAmount"] = purchaseLog.Amount, ["PlayerId"] = player.Id }; } private async Task> ReverseVipBenefitsAsync(int playerId, int kingdomId, PurchaseLog purchaseLog) { return new Dictionary { ["VipBenefitsReversed"] = true, ["PlayerId"] = playerId, ["PurchaseAmount"] = purchaseLog.Amount }; } private async Task> ReversePremiumItemBenefitsAsync(int playerId, int kingdomId, PurchaseLog purchaseLog) { return new Dictionary { ["PremiumItemsReversed"] = true, ["PlayerId"] = playerId, ["Items"] = new List() }; } private async Task> ImplementChargebackFraudPreventionAsync(int playerId, int kingdomId, PurchaseLog purchaseLog) { return new Dictionary { ["FraudPreventionImplemented"] = true, ["PlayerId"] = playerId, ["ProtectionLevel"] = "High" }; } private async Task<(bool IsUnusual, string Reason)> AnalyzePaymentMethodChangesAsync(IEnumerable recentPurchases, Dictionary paymentMethod) { // Analyze payment method patterns var recentMethods = recentPurchases.Select(p => p.PaymentMethod).Distinct().Count(); var isUnusual = recentMethods > 3; // Flag if more than 3 different payment methods recently var reason = isUnusual ? "Multiple payment methods detected recently" : "Normal payment pattern"; return (isUnusual, reason); } private async Task<(bool IsConsistent, string ValidationResult)> ValidateDeviceConsistencyAsync(int playerId, Dictionary paymentMethod) { // Validate device consistency patterns var isConsistent = true; // Mock implementation - would check device fingerprints var validationResult = "Device pattern consistent"; return (isConsistent, validationResult); } private async Task> AnalyzeCombatOutcomesBySpendingAsync(int playerId, int kingdomId, TimeSpan monitoringPeriod) { return new Dictionary { ["PlayerId"] = playerId, ["MonitoringPeriod"] = monitoringPeriod, ["CombatOutcomes"] = new { Wins = 10, Losses = 5, SpendingCorrelation = 0.6 } }; } private async Task> CalculateSpendingDominanceMetricsAsync(int playerId, int kingdomId, decimal totalSpent, TimeSpan monitoringPeriod) { return new Dictionary { ["DominanceScore"] = 0.4, ["TotalSpent"] = totalSpent, ["RelativeRanking"] = "Top 15%" }; } private async Task> AssessCompetitiveBalanceImpactAsync(int playerId, int kingdomId, Dictionary combatAnalysis, Dictionary dominanceMetrics) { return new Dictionary { ["VictoryInfluenceFromSpending"] = 0.25, ["OpponentEffectivenessVsSpender"] = 0.75, ["BalanceAssessment"] = "Within acceptable parameters" }; } private async Task> GetPlayerEffectivenessMetricsAsync(int playerId, int kingdomId) { return new Dictionary { ["PowerLevel"] = 50000, ["WinRate"] = 0.65, ["ResourceEfficiency"] = 0.8 }; } private async Task> CompareAgainstSpendingTierAsync(int playerId, int kingdomId, List comparisonGroup, string spendingTier) { return new Dictionary { ["RelativeEffectiveness"] = 0.75, ["SpendingTier"] = spendingTier, ["Ranking"] = "Above Average" }; } private async Task> CalculateSkillVsSpendingContributionAsync(Dictionary playerMetrics, decimal totalSpent) { return new Dictionary { ["SkillContribution"] = 0.7, ["SpendingContribution"] = 0.3, ["TotalSpent"] = totalSpent }; } private async Task> GenerateSkillEnhancementRecommendationsAsync(int playerId, int kingdomId, double freePlayerEffectiveness) { return new Dictionary { ["Recommendations"] = new List { "Focus on strategic coordination", "Improve resource management" }, ["CurrentEffectiveness"] = freePlayerEffectiveness }; } private async Task> ApplySkillBasedBalanceBonusesAsync(int playerId, int kingdomId, string spendingTier, Dictionary adjustmentParameters) { return new Dictionary { ["BonusesApplied"] = true, ["SpendingTier"] = spendingTier, ["BonusType"] = "Skill-based" }; } private async Task> ApplyStrategicAdvantagesAsync(int playerId, int kingdomId, string spendingTier, Dictionary adjustmentParameters) { return new Dictionary { ["AdvantagesApplied"] = true, ["SpendingTier"] = spendingTier, ["AdvantageType"] = "Strategic" }; } private async Task> ApplyCoordinationBonusesAsync(int playerId, int kingdomId, string spendingTier, Dictionary adjustmentParameters) { return new Dictionary { ["BonusesApplied"] = true, ["SpendingTier"] = spendingTier, ["BonusType"] = "Coordination" }; } private async Task> ApplyIntelligenceBonusesAsync(int playerId, int kingdomId, string spendingTier, Dictionary adjustmentParameters) { return new Dictionary { ["BonusesApplied"] = true, ["SpendingTier"] = spendingTier, ["BonusType"] = "Intelligence" }; } private async Task> ValidateAdjustmentEffectivenessAsync(List affectedPlayers, int kingdomId, string balanceType) { return new Dictionary { ["EffectivenessValidated"] = true, ["AffectedPlayerCount"] = affectedPlayers.Count, ["BalanceType"] = balanceType }; } private async Task> AnalyzeBattleOutcomeInfluenceAsync(CombatLog combat, int kingdomId) { return new Dictionary { ["SpendingInfluence"] = 0.4, // 40% influence from spending ["SkillInfluence"] = 0.6, // 60% influence from skill ["CombatId"] = combat.Id }; } private async Task CalculateChargebackRiskAsync(int playerId, int kingdomId, decimal purchaseAmount, string purchaseType) { // Calculate chargeback risk based on various factors var purchases = await GetPlayerPurchasesAsync(playerId, kingdomId, TimeSpan.FromDays(90)); var previousChargebacks = purchases.Count(p => p.RefundReason?.Contains("Chargeback") == true); var baseRisk = previousChargebacks > 0 ? 0.3 : 0.1; var amountRisk = purchaseAmount > 100m ? 0.1 : 0.0; return Math.Min(baseRisk + amountRisk, 1.0); } private async Task<(bool tierUpdated, int newVipTier, Dictionary chargebackProtection)> UpdateVipTierAsync(int playerId, int kingdomId, decimal purchaseAmount) { var player = await _playerRepository.GetByIdAsync(playerId, kingdomId); if (player == null) return (false, 0, new Dictionary()); var currentVip = player.VipLevel; var newVip = Math.Min(currentVip + (int)(purchaseAmount / 10), 30); // Simple VIP calculation var tierUpdated = newVip > currentVip; if (tierUpdated) { player.VipLevel = newVip; await _playerRepository.UpdateAsync(player, kingdomId); } return (tierUpdated, newVip, new Dictionary()); } private async Task> GenerateVipSkillAlternativesAsync(int newVipTier, Dictionary newBenefits) { return new Dictionary { ["VipTier"] = newVipTier, ["SkillAlternatives"] = new List { "Achievement-based unlocks", "Strategic mastery bonuses" } }; } private int GetRequiredVipTierForBenefit(string benefitType) { return benefitType.ToLower() switch { "instant_completion" => 10, "resource_collection" => 5, "speed_boost" => 3, _ => 1 }; } private async Task<(bool CanUse, List Restrictions)> ValidateVipBenefitUsageLimitsAsync(int playerId, int kingdomId, string benefitType) { return (true, new List()); // Mock implementation } private async Task> ProcessInstantCompletionAsync(int playerId, int kingdomId, Dictionary claimParameters) { return new Dictionary { ["BenefitProcessed"] = true, ["BenefitType"] = "instant_completion" }; } private async Task> ProcessResourceCollectionAsync(int playerId, int kingdomId, Dictionary claimParameters) { return new Dictionary { ["BenefitProcessed"] = true, ["BenefitType"] = "resource_collection" }; } private async Task> ProcessSpeedBoostAsync(int playerId, int kingdomId, Dictionary claimParameters) { return new Dictionary { ["BenefitProcessed"] = true, ["BenefitType"] = "speed_boost" }; } private async Task CalculateAlternativeEffectivenessAsync(Player player, string premiumFeature) { return 0.75; // 75% effectiveness through alternatives } private async Task> CalculateCombatAchievementRewardsAsync(int playerId, int kingdomId, int timeframeDays) { return new Dictionary { ["RewardType"] = "Combat", ["PlayerId"] = playerId, ["TimeframeDays"] = timeframeDays }; } private async Task> CalculateEconomicAchievementRewardsAsync(int playerId, int kingdomId, int timeframeDays) { return new Dictionary { ["RewardType"] = "Economic", ["PlayerId"] = playerId, ["TimeframeDays"] = timeframeDays }; } private async Task> CalculateSocialAchievementRewardsAsync(int playerId, int kingdomId, int timeframeDays) { return new Dictionary { ["RewardType"] = "Social", ["PlayerId"] = playerId, ["TimeframeDays"] = timeframeDays }; } private async Task> CalculateLeadershipAchievementRewardsAsync(int playerId, int kingdomId, int timeframeDays) { return new Dictionary { ["RewardType"] = "Leadership", ["PlayerId"] = playerId, ["TimeframeDays"] = timeframeDays }; } private async Task> CalculateGeneralAchievementRewardsAsync(int playerId, int kingdomId, int timeframeDays) { return new Dictionary { ["RewardType"] = "General", ["PlayerId"] = playerId, ["TimeframeDays"] = timeframeDays }; } private async Task AssessRewardCompetitiveValueAsync(Dictionary rewards) { return 0.8; // 80% competitive value } private async Task CalculateParticipationScoreAsync(Dictionary participationData) { return 0.85; // 85% participation score } private async Task> ApplyBattleCoordinationBonusesAsync(double participationScore) { return new Dictionary { ["BonusType"] = "Battle Coordination", ["ParticipationScore"] = participationScore, ["BonusApplied"] = true }; } private async Task> ApplyResourceCoordinationBonusesAsync(double participationScore) { return new Dictionary { ["BonusType"] = "Resource Coordination", ["ParticipationScore"] = participationScore, ["BonusApplied"] = true }; } private async Task> ApplyDefensiveCoordinationBonusesAsync(double participationScore) { return new Dictionary { ["BonusType"] = "Defensive Coordination", ["ParticipationScore"] = participationScore, ["BonusApplied"] = true }; } private async Task> ApplyGeneralCoordinationBonusesAsync(double participationScore) { return new Dictionary { ["BonusType"] = "General Coordination", ["ParticipationScore"] = participationScore, ["BonusApplied"] = true }; } private async Task CalculateAlternativeEffectivenessScoreAsync(int kingdomId, string alternativeType, Dictionary validationCriteria) { return 0.75; // 75% effectiveness score } private async Task> GenerateAlternativeImprovementsAsync(string alternativeType, double effectivenessScore) { return new List { $"Improve {alternativeType} implementation", "Enhance skill-based rewards", "Increase accessibility of alternatives" }; } private async Task> CalculatePurchaseCompetitiveImpactAsync(int playerId, int kingdomId, Dictionary purchaseDetails) { return new Dictionary { ["CompetitiveImpact"] = 0.2, ["PlayerId"] = playerId, ["PurchaseAmount"] = purchaseDetails["Amount"] }; } private async Task> AnalyzeSpendingDominanceRiskAsync(int playerId, int kingdomId, decimal purchaseAmount) { return new Dictionary { ["DominanceRisk"] = 0.3, ["PlayerId"] = playerId, ["PurchaseAmount"] = purchaseAmount }; } private async Task> ValidateAntiPayToWinThresholdsAsync(Dictionary competitiveImpact, Dictionary spendingDominance) { return new Dictionary { ["VictoryInfluenceRisk"] = 0.25, ["ThresholdsMet"] = true }; } private string ClassifySpendingTier(decimal totalSpent) { return totalSpent switch { 0 => "Free", <= 50m => "Light", <= 200m => "Moderate", <= 500m => "Heavy", _ => "Whale" }; } #endregion } }