Example #1
0
        public bool Handle(DomainEventHandlerData <DeleteSoldierEvent> data)
        {
            CastleAggregate snapshot = data.Snapshot as CastleAggregate;

            if (snapshot != null)
            {
                Debug.WriteLine("Soldier deleted!");
                --snapshot.SoldiersAmount;
                List <SoldierAggregate> soldiers = snapshot.Soldiers;
                SoldierAggregate        soldierAggregate1;
                if (soldiers == null)
                {
                    soldierAggregate1 = null;
                }
                else
                {
                    Func <SoldierAggregate, bool> predicate = e => e.Id == data.EventObject.SoldierId;
                    soldierAggregate1 = soldiers.FirstOrDefault <SoldierAggregate>(predicate);
                }
                SoldierAggregate soldierAggregate2 = soldierAggregate1;
                if (soldierAggregate2 != null)
                {
                    soldierAggregate2.IsDead = true;
                }
            }
            return(true);
        }
Example #2
0
        private List <SoldierModel> GetSoldiersOfCastle(CastleAggregate castle)
        {
            var availableSoldiers = castle.GetAvailableSoldiers();
            var soldiers          = availableSoldiers != null?Mapper.Map <List <SoldierModel> >(availableSoldiers) : new List <SoldierModel>();

            foreach (var soldier in soldiers)
            {
                //soldier.UpkeepCoins = _gameDomainService.GetUpkeepCoinBySoldierType(castle, soldier.CastleTroopType.ResourceType);
            }
            return(soldiers);
        }
Example #3
0
 public double CalculateUpkeepCoin(Guid id, CastleAggregate castle)
 {
     return(0);
     //double coins = 0;
     //var soldiers = castle.GetAvailableSoldiers() ?? new List<SoldierAggregate>();
     //foreach (var soldier in soldiers)
     //{
     //    coins += GetUpkeepCoinBySoldierType(castle, soldier.CastleTroopType.ResourceType);
     //}
     //return coins;
 }
Example #4
0
        public void AddSiegeEvent(GameAggregate game, CastleAggregate destinationCastle, List <SoldierAggregate> soldiers)
        {
            if (destinationCastle.Siege == null)
            {
                return;
            }
            var battleAt = GetBattleTime(game.Speed);

            _domain.AddEvent(game.Id,
                             new SiegeCastleEvent(destinationCastle.Siege.OwnerUserId,
                                                  destinationCastle.Id,
                                                  soldiers,
                                                  DateTime.UtcNow,
                                                  battleAt));
        }
Example #5
0
        public void AddSiegeEvent(GameAggregate game, CastleAggregate castle, CastleAggregate destinationCastle, List <SoldierAggregate> soldiers)
        {
            var battleAt = GetBattleTime(game.Speed);

            destinationCastle.Siege = new SiegeAggregate
            {
                Id          = Guid.NewGuid(),
                OwnerUserId = castle.OwnerUserId,
                Soldiers    = soldiers,
                BattleAt    = battleAt,
                SiegeAt     = DateTime.UtcNow
            };
            // create siege event
            AddSiegeEvent(game, destinationCastle, soldiers);
        }
Example #6
0
        public BattleLogAggregate AttackSequence(Guid id, CastleAggregate atCastle, string attackingId, string defendingId, List <SoldierAggregate> attacking, List <SoldierAggregate> defending, int attackingBooststrength = 0, int defendingBooststrength = 0)
        {
            int dIndex = 0, aIndex = 0;
            var battle = new BattleLogAggregate
            {
                Id = id,
                // clone object
                Attacking = attacking.Select(e => new SoldierAggregate()
                {
                    Id              = e.Id,
                    IsDead          = e.IsDead,
                    CastleTroopType = e.CastleTroopType == null ? null : new CastleTroopType()
                    {
                        AttackStrength  = e.CastleTroopType.AttackStrength,
                        Health          = e.CastleTroopType.Health,
                        MovementSpeed   = e.CastleTroopType.MovementSpeed,
                        ProductionSpeed = e.CastleTroopType.ProductionSpeed,
                        ResourceType    = e.CastleTroopType.ResourceType,
                        Icon            = e.CastleTroopType.Icon,
                        RedArmyIcon     = e.CastleTroopType.RedArmyIcon,
                        BlueArmyIcon    = e.CastleTroopType.BlueArmyIcon
                    }
                }).ToList(),
                Defending = defending.Select(e => new SoldierAggregate()
                {
                    Id              = e.Id,
                    IsDead          = e.IsDead,
                    CastleTroopType = e.CastleTroopType == null ? null : new CastleTroopType()
                    {
                        AttackStrength  = e.CastleTroopType.AttackStrength,
                        Health          = e.CastleTroopType.Health,
                        MovementSpeed   = e.CastleTroopType.MovementSpeed,
                        ProductionSpeed = e.CastleTroopType.ProductionSpeed,
                        ResourceType    = e.CastleTroopType.ResourceType,
                        Icon            = e.CastleTroopType.Icon,
                        RedArmyIcon     = e.CastleTroopType.RedArmyIcon,
                        BlueArmyIcon    = e.CastleTroopType.BlueArmyIcon
                    }
                }).ToList(),
                Logs = new List <BattleAttackingLogAggregate>()
            };

            while (dIndex < defending.Count && aIndex < attacking.Count)
            {
                // defending attack attacking
                var hit          = R.NextDouble();
                var wallStrength = attacking[aIndex].CastleTroopType.IsOverComeWalls ? 0 : atCastle.Strength;
                attacking[aIndex].CastleTroopType.Health -= Math.Round(hit * defending[dIndex].CastleTroopType.AttackStrength +
                                                                       defendingBooststrength +
                                                                       wallStrength, MidpointRounding.AwayFromZero);
                battle.Logs.Add(new BattleAttackingLogAggregate()
                {
                    OwnerUserId        = defendingId,
                    AttackingSoldierId = defending[dIndex].Id,
                    DefendingSoldierId = attacking[aIndex].Id,
                    Hit           = hit,
                    Booststrength = defendingBooststrength,
                    WallStrength  = wallStrength
                });
                if (attacking[aIndex].CastleTroopType.Health <= 0)
                {
                    aIndex++;
                }
                if (aIndex >= attacking.Count)
                {
                    break;
                }
                // attacking attack defending
                hit = R.NextDouble();
                defending[dIndex].CastleTroopType.Health -= Math.Round(hit * attacking[aIndex].CastleTroopType.AttackStrength + attackingBooststrength, MidpointRounding.AwayFromZero);
                battle.Logs.Add(new BattleAttackingLogAggregate()
                {
                    OwnerUserId        = attackingId,
                    AttackingSoldierId = attacking[aIndex].Id,
                    DefendingSoldierId = defending[dIndex].Id,
                    Hit           = hit,
                    Booststrength = attackingBooststrength
                });
                if (defending[dIndex].CastleTroopType.Health <= 0)
                {
                    dIndex++;
                }
            }
            return(battle);
        }
Example #7
0
        public double CalculateCoin(GameAggregate game, CastleAggregate castle)
        {
            var revenueCoins = _gameSettings.RevenueCoins * GameSpeedHelper.GetSpeedValue(game.Speed);

            return(revenueCoins);
        }