Example #1
0
        public bool Handle(DomainEventHandlerData <StartBattalionEvent> @event)
        {
            var snap   = @event.Snapshot as GameAggregate;
            var castle = snap?.Castles?.FirstOrDefault(e => e.Id == @event.EventObject.CastleId);

            if (castle == null)
            {
                return(false);
            }
            var movedSoldiers = castle.Soldiers.Where(s => @event.EventObject.Soldiers.Any(e => new Guid(e) == s.Id)).ToList();

            castle.Soldiers.RemoveAll(s => @event.EventObject.Soldiers.Any(e => new Guid(e) == s.Id));
            castle.UpdateSoldierAmount();
            var e2 = new BattalionMovementEvent(castle.Id,
                                                @event.EventObject.DestinationCastleId,
                                                movedSoldiers,
                                                @event.EventObject.Route,
                                                @event.EventObject.CreatedBy,
                                                DateTime.UtcNow, DateTime.UtcNow.Add(@event.EventObject.Route.Duration));

            e2.Id = @event.EventObject.MovementId;
            _domain.AddEvent(snap.Id, e2);
            _gameDomainService.CreateSoldierIfNeed(snap);
            return(true);
        }
        public bool Handle(DomainEventHandlerData <BattleEvent> @event)
        {
            var snap   = @event.Snapshot as GameAggregate;
            var castle = snap?.Castles.FirstOrDefault(e => e.Id == @event.EventObject.AtCastleId);

            if (castle?.Siege?.Soldiers == null)
            {
                return(false);
            }
            var attacking = castle.Siege.Soldiers;
            var defending = castle.Soldiers.Where(e => !e.IsDead).ToList();
            // boost strength
            var hero = castle.Heroes?.FirstOrDefault(e => e.Army != castle.Army);
            var attackingBoostStrength = hero == null ? 0 : _repository.GetHeroById(hero.UserId, hero.Id.ToString())?.Leadership ?? 0;

            hero = castle.Heroes?.FirstOrDefault(e => e.Army == castle.Army);
            var defendingBoostStrength = hero == null ? 0 : _repository.GetHeroById(hero.UserId, hero.Id.ToString())?.Leadership ?? 0;

            var battle = _gameDomainService.AttackSequence(@event.EventObject.Id,
                                                           castle,
                                                           castle.Siege.OwnerUserId,
                                                           castle.OwnerUserId,
                                                           attacking,
                                                           defending,
                                                           attackingBooststrength: attackingBoostStrength,
                                                           defendingBooststrength: defendingBoostStrength);

            // attacking win
            if (attacking.Count(e => !e.IsDead && e.CastleTroopType.Health > 0) > 0)
            {
                // add event
                // for user
                _domain.AddEvent(snap.Id, new OccupiedCastleEvent(castle.Siege.OwnerUserId, castle.Id, battle, DateTime.UtcNow));
                // for old owner of castle
                if (!string.IsNullOrEmpty(castle.OwnerUserId))
                {
                    _domain.AddEvent(snap.Id, new CastleHasBeenOccupiedEvent(castle.OwnerUserId, castle.Id, battle, DateTime.UtcNow));
                }
            }
            else
            {
                // defending win
                castle.Soldiers = castle.Soldiers.Where(e => e.CastleTroopType.Health > 0 && !e.IsDead).ToList();
                castle.UpdateSoldierAmount();
                _gameDomainService.CreateSoldierIfNeed(snap);
                // for depending
                if (!string.IsNullOrEmpty(castle.OwnerUserId))
                {
                    _domain.AddEvent(snap.Id, new DefendedCastleEvent(castle.OwnerUserId, castle.Id, battle, DateTime.UtcNow));
                }
                // for attacking
                _domain.AddEvent(snap.Id, new FailedAttackCastleEvent(castle.Siege.OwnerUserId, castle.Id, battle, DateTime.UtcNow));
            }
            return(true);
        }
Example #3
0
        public bool Handle(DomainEventHandlerData <CreateSoldierEvent> data)
        {
            GameAggregate snapshot = data.Snapshot as GameAggregate;

            if (snapshot == null)
            {
                return(false);
            }
            if (data.EventObject.Army == Army.Blue)
            {
                if (snapshot.UserSoldiers == null)
                {
                    snapshot.UserSoldiers = new List <SoldierAggregate>();
                }
                ++snapshot.UserSoldiersAmount;
            }
            else
            {
                if (snapshot.OpponentSoldiers == null)
                {
                    snapshot.OpponentSoldiers = new List <SoldierAggregate>();
                }
                ++snapshot.OpponentSoldierAmount;
            }
            SoldierAggregate soldierAggregate = new SoldierAggregate {
                Id = Guid.NewGuid()
            };
            var castleTroopType = snapshot.GetTroopTypeData(data.EventObject.Army, data.EventObject.TroopType);

            if (castleTroopType != null)
            {
                soldierAggregate.CastleTroopType = castleTroopType;
                if (data.EventObject.Army == Army.Blue)
                {
                    snapshot.UserSoldiers.Add(soldierAggregate);
                }
                else
                {
                    snapshot.OpponentSoldiers.Add(soldierAggregate);
                }
            }
            _gameDomainService.CreateSoldierIfNeed(snapshot, data.EventObject.Army);
            return(true);
        }
Example #4
0
        public bool Handle(DomainEventHandlerData <OccupiedCastleEvent> @event)
        {
            var snap   = @event.Snapshot as GameAggregate;
            var castle = snap?.Castles.FirstOrDefault(e => e.Id == @event.EventObject.CastleId);

            if (castle?.Siege == null)
            {
                return(false);
            }
            var liveSoldiers = castle.Siege.Soldiers?.Where(e => e.CastleTroopType.Health > 0).ToList() ?? new List <SoldierAggregate>();

            castle.Soldiers = liveSoldiers;
            castle.UpdateSoldierAmount();
            var army = snap.UserId == castle.Siege.OwnerUserId ? Army.Blue : Army.Red;

            castle.Siege = null;
            castle.Army  = army;
            if (army == Army.Blue)
            {
                castle.OwnerId     = snap.UserHeroId;
                castle.OwnerUserId = snap.UserId;
            }
            else
            {
                castle.OwnerId     = snap.OpponentHeroId;
                castle.OwnerUserId = snap.OpponentId;
            }
            // check end game status
            bool isBlueWin = snap.Castles.All(e => e.Army == Army.Blue);
            var  isRedWin  = snap.Castles.All(e => e.Army == Army.Red);

            if (isBlueWin || isRedWin)
            {
                _domain.AddEvent(snap.Id, new EndGameEvent(isBlueWin ? Army.Blue : Army.Red, DateTime.UtcNow));
                return(true);
            }
            _gameDomainService.CreateSoldierIfNeed(snap);
            return(true);
        }