public List <CommandInstruction> GenerateOptions(Dictionary <Scaffold.Village, Scaffold.CurrentVillage> availableVillages, Scaffold.Village target) { var result = new List <CommandInstruction>(); var travelCalculator = new TravelCalculator(worldSpeed, unitSpeed); if (availableVillages == null) { throw new ArgumentNullException(nameof(availableVillages)); } foreach ((var source, var currentVillage) in availableVillages.Tupled()) { if (source == null) { throw new ArgumentNullException("source"); } if (currentVillage == null) { throw new ArgumentNullException("currentVillage"); } var villageArmy = ArmyConvert.ArmyToJson(currentVillage.ArmyAtHome); if (villageArmy == null || villageArmy.IsEmpty()) { continue; } foreach (var permutation in ArmyPermutations(villageArmy)) { if (Requirements.Any(r => !r.MeetsRequirement(worldSpeed, unitSpeed, source.Coordinates(), target.Coordinates(), permutation))) { continue; } var travelTroopType = travelCalculator.TravelTroopType(permutation); result.Add(new CommandInstruction { SendFrom = source.VillageId, SendTo = target.VillageId, TroopType = travelTroopType, TravelTime = travelCalculator.CalculateTravelTime(travelTroopType, source, target) }); } } return(result); }
public async Task<IActionResult> GetVillageArmy(long villageId, int? morale) { if (!await CanReadVillage(villageId)) return StatusCode(401); PreloadWorldData(); var uploadHistory = await Profile("Get user upload history", () => context.UserUploadHistory.Where(h => h.Uid == CurrentUserId).FirstOrDefaultAsync() ); var validationInfo = UploadRestrictionsValidate.ValidateInfo.FromMapRestrictions(CurrentUser, uploadHistory); List<String> needsUpdateReasons = UploadRestrictionsValidate.GetNeedsUpdateReasons(CurrentServerTime, validationInfo); if (needsUpdateReasons != null && needsUpdateReasons.Any()) { return StatusCode(423, needsUpdateReasons.Select(r => Translate(r)).ToList()); // Status code "Locked" } // Start getting village data var currentVillage = await Profile("Get current village", () => ( from cv in CurrentSets.CurrentVillage .Include(v => v.ArmyAtHome) .Include(v => v.ArmyOwned) .Include(v => v.ArmyStationed) .Include(v => v.ArmyTraveling) .Include(v => v.ArmyRecentLosses) .Include(v => v.CurrentBuilding) where cv.VillageId == villageId select cv ).FirstOrDefaultAsync()); var commandsToVillage = await Profile("Get commands to village", () => ( from command in CurrentSets.Command .Include(c => c.Army) where command.TargetVillageId == villageId where !command.IsReturning where command.LandsAt > CurrentServerTime select command ).ToListAsync()); var latestConquerTimestamp = await Profile("Get latest conquer", () => ( from conquer in CurrentSets.Conquer where conquer.VillageId == villageId orderby conquer.UnixTimestamp descending select conquer.UnixTimestamp ).FirstOrDefaultAsync()); var jsonData = new JSON.VillageData(); // Return empty data if no data is available for the village if (currentVillage == null) return Ok(jsonData); Profile("Populate JSON data", () => { if (currentVillage.ArmyOwned?.LastUpdated != null) { jsonData.OwnedArmy = ArmyConvert.ArmyToJson(currentVillage.ArmyOwned); jsonData.OwnedArmySeenAt = currentVillage.ArmyOwned.LastUpdated; } if (currentVillage.ArmyRecentLosses?.LastUpdated != null) { jsonData.RecentlyLostArmy = ArmyConvert.ArmyToJson(currentVillage.ArmyRecentLosses); jsonData.RecentlyLostArmySeenAt = currentVillage.ArmyRecentLosses.LastUpdated; } if (currentVillage.ArmyStationed?.LastUpdated != null) { jsonData.StationedArmy = ArmyConvert.ArmyToJson(currentVillage.ArmyStationed); jsonData.StationedSeenAt = currentVillage.ArmyStationed.LastUpdated; } if (currentVillage.ArmyTraveling?.LastUpdated != null) { jsonData.TravelingArmy = ArmyConvert.ArmyToJson(currentVillage.ArmyTraveling); jsonData.TravelingSeenAt = currentVillage.ArmyTraveling.LastUpdated; } if (currentVillage.ArmyAtHome?.LastUpdated != null) { jsonData.AtHomeArmy = ArmyConvert.ArmyToJson(currentVillage.ArmyAtHome); jsonData.AtHomeSeenAt = currentVillage.ArmyAtHome.LastUpdated; } jsonData.LastLoyalty = currentVillage.Loyalty; jsonData.LastLoyaltySeenAt = currentVillage.LoyaltyLastUpdated; if (currentVillage.Loyalty != null) { var loyaltyCalculator = new LoyaltyCalculator(CurrentWorldSettings.GameSpeed); jsonData.PossibleLoyalty = loyaltyCalculator.PossibleLoyalty(currentVillage.Loyalty.Value, CurrentServerTime - currentVillage.LoyaltyLastUpdated.Value); } jsonData.LastBuildings = BuildingConvert.CurrentBuildingToJson(currentVillage.CurrentBuilding); jsonData.LastBuildingsSeenAt = currentVillage.CurrentBuilding?.LastUpdated; if (currentVillage.CurrentBuilding?.LastUpdated != null) { var constructionCalculator = new ConstructionCalculator(); jsonData.PossibleBuildings = constructionCalculator.CalculatePossibleBuildings(jsonData.LastBuildings, CurrentServerTime - currentVillage.CurrentBuilding.LastUpdated.Value); } if (currentVillage.ArmyStationed?.LastUpdated != null) { var battleSimulator = new BattleSimulator(); short wallLevel = currentVillage.CurrentBuilding?.Wall ?? 20; short hqLevel = currentVillage.CurrentBuilding?.Main ?? 20; if (currentVillage.CurrentBuilding != null) wallLevel += new ConstructionCalculator().CalculateLevelsInTimeSpan(BuildingType.Wall, hqLevel, wallLevel, CurrentServerTime - currentVillage.CurrentBuilding.LastUpdated.Value); var nukeEstimation = battleSimulator.EstimateRequiredNukes(jsonData.StationedArmy, wallLevel, CurrentWorldSettings.ArchersEnabled, morale ?? 100); jsonData.NukesRequired = nukeEstimation.NukesRequired; jsonData.LastNukeLossPercent = (int)(nukeEstimation.LastNukeLossesPercent); } // Might have CurrentArmy entries but they're just empty/null - not based on any report data if (jsonData.OwnedArmy != null && (jsonData.OwnedArmySeenAt == null || jsonData.OwnedArmy.Count == 0)) { jsonData.OwnedArmy = null; jsonData.OwnedArmySeenAt = null; } if (jsonData.StationedArmy != null && (jsonData.StationedSeenAt == null || jsonData.StationedArmy.Count == 0)) { jsonData.StationedArmy = null; jsonData.StationedSeenAt = null; } if (jsonData.TravelingArmy != null && (jsonData.TravelingSeenAt == null || jsonData.TravelingArmy.Count == 0)) { jsonData.TravelingArmy = null; jsonData.TravelingSeenAt = null; } if (jsonData.RecentlyLostArmy != null && (jsonData.RecentlyLostArmySeenAt == null || jsonData.RecentlyLostArmy.Count == 0)) { jsonData.RecentlyLostArmy = null; jsonData.RecentlyLostArmySeenAt = null; } var armyCalculator = new RecruitmentCalculator(2, jsonData.LastBuildings); DateTime? localArmyLastSeenAt = null; int? availableArmyPopulation = null; if (jsonData.StationedArmy != null) { localArmyLastSeenAt = jsonData.StationedSeenAt.Value; var existingPop = ArmyStats.CalculateTotalPopulation(jsonData.StationedArmy); availableArmyPopulation = Math.Max(0, armyCalculator.MaxPopulation - existingPop); } var conquerTime = DateTimeOffset.FromUnixTimeMilliseconds(latestConquerTimestamp).UtcDateTime; bool useConquer = false; if (localArmyLastSeenAt == null) useConquer = true; else useConquer = conquerTime > localArmyLastSeenAt.Value; if (useConquer) { localArmyLastSeenAt = conquerTime; availableArmyPopulation = armyCalculator.MaxPopulation; } // Add recruitment estimations if (localArmyLastSeenAt != null) { var timeSinceSeen = CurrentServerTime - localArmyLastSeenAt.Value; armyCalculator.MaxPopulation = availableArmyPopulation.Value; // No point in estimating troops if there's been 2 weeks since we saw stationed troops if (timeSinceSeen.TotalDays < 14) { jsonData.PossibleRecruitedOffensiveArmy = armyCalculator.CalculatePossibleOffenseRecruitment(timeSinceSeen); jsonData.PossibleRecruitedDefensiveArmy = armyCalculator.CalculatePossibleDefenseRecruitment(timeSinceSeen); } } // Add command summaries jsonData.DVs = new Dictionary<long, int>(); jsonData.Fakes = new List<long>(); jsonData.Nukes = new List<long>(); jsonData.Nobles = new List<long>(); jsonData.Players = commandsToVillage.Select(c => c.SourcePlayerId).Distinct().ToList(); foreach (var command in commandsToVillage.Where(c => c.Army != null)) { var army = ArmyConvert.ArmyToJson(command.Army); var offensivePop = ArmyStats.CalculateTotalPopulation(army.OfType(JSON.UnitBuild.Offensive)); var defensivePop = ArmyStats.CalculateTotalPopulation(army.OfType(JSON.UnitBuild.Defensive)); var isNoble = command.Army.Snob > 0 && command.IsAttack; bool isFake = false; bool isNuke = false; if (!army.Values.Any(cnt => cnt > 1) && !isNoble) { isFake = true; } else if (command.IsAttack && offensivePop > 10000) { isNuke = true; } if (isFake) jsonData.Fakes.Add(command.CommandId); else if (isNuke) jsonData.Nukes.Add(command.CommandId); else if (defensivePop > 3000 && !command.IsAttack) jsonData.DVs.Add(command.CommandId, defensivePop); if (isNoble) jsonData.Nobles.Add(command.CommandId); } }); return Ok(jsonData); }
public async Task<IActionResult> GetMapTags(int x, int y, int width, int height) { var uploadHistory = await context.UserUploadHistory.Where(u => u.Uid == CurrentUserId).FirstOrDefaultAsync(); var validationInfo = UploadRestrictionsValidate.ValidateInfo.FromMapRestrictions(CurrentUser, uploadHistory); var needsUpdateReasons = UploadRestrictionsValidate.GetNeedsUpdateReasons(CurrentServerTime, validationInfo); if (needsUpdateReasons != null && needsUpdateReasons.Any()) { return StatusCode(423, needsUpdateReasons.Select(r => Translate(r)).ToList()); // Status code "Locked" } var vaultTribes = await Profile("Get tribe IDs", () => ( from user in CurrentSets.User join player in CurrentSets.Player on user.PlayerId equals player.PlayerId where player.TribeId != null && user.Enabled select player.TribeId.Value ).Distinct().ToListAsync()); var enemyTribes = await CurrentSets.EnemyTribe.Select(et => et.EnemyTribeId).ToListAsync(); var villageData = await Profile("Get village data", () => ( from currentVillage in CurrentSets.CurrentVillage .Include(cv => cv.ArmyOwned) .Include(cv => cv.ArmyTraveling) .Include(cv => cv.ArmyStationed) .Include(cv => cv.CurrentBuilding) join village in CurrentSets.Village on currentVillage.VillageId equals village.VillageId join player in CurrentSets.Player on village.PlayerId equals player.PlayerId where CurrentUserIsAdmin || player.TribeId == null || !vaultTribes.Contains(player.TribeId.Value) // Right now we're not doing lazy-loading of data in the script, so this is just a potentially-costly // and pointless calculation. //where village.X >= x && village.Y >= y && village.X <= x + width && village.Y <= y + height select new { CurrentVillage = currentVillage, player.PlayerId, player.TribeId } ).ToListAsync()); var ownVillageData = await Profile("Get own village data", () => ( from village in CurrentSets.Village join currentVillage in CurrentSets.CurrentVillage on village.VillageId equals currentVillage.VillageId where village.PlayerId == CurrentPlayerId select new { Village = village, currentVillage.ArmyAtHome } ).ToListAsync()); var validVillages = villageData.Where(vd => vd.PlayerId != CurrentPlayerId).ToList(); var validVillageIds = villageData.Select(d => d.CurrentVillage.VillageId).ToList(); var returningCommandData = await Profile("Get returning command data", () => ( from command in CurrentSets.Command where command.ReturnsAt > CurrentServerTime && command.ArmyId != null && command.IsReturning select new { command.SourceVillageId, command.TargetVillageId, command.Army } ).ToListAsync()); var sendingCommandData = await Profile("Get sent command data", () => ( from command in CurrentSets.Command where command.ReturnsAt > CurrentServerTime && command.ArmyId != null && !command.IsReturning select new { command.SourceVillageId, command.TargetVillageId, command.Army } ).ToListAsync()); var returningCommandsBySourceVillageId = validVillageIds.ToDictionary(id => id, id => new List<Scaffold.CommandArmy>()); foreach (var command in returningCommandData) { if (returningCommandsBySourceVillageId.ContainsKey(command.SourceVillageId)) returningCommandsBySourceVillageId[command.SourceVillageId].Add(command.Army); } var commandsByTargetVillageId = validVillageIds.ToDictionary(id => id, id => new List<Scaffold.CommandArmy>()); foreach (var command in sendingCommandData) { if (commandsByTargetVillageId.ContainsKey(command.TargetVillageId)) commandsByTargetVillageId[command.TargetVillageId].Add(command.Army); } var result = new Dictionary<long, JSON.VillageTags>(); var tribeIds = validVillages.Select(vv => vv.TribeId).Where(t => t != null).Select(t => t.Value).Distinct(); var tribeNames = await Profile("Get tribe names", () => ( from tribe in CurrentSets.Ally where tribeIds.Contains(tribe.TribeId) select new { tribe.Tag, tribe.TribeId } ).ToListAsync()); var tribeNamesById = tribeIds.ToDictionary(tid => tid, tid => tribeNames.First(tn => tn.TribeId == tid).Tag.UrlDecode()); Profile("Generate JSON tags", () => { foreach (var data in validVillages) { var village = data.CurrentVillage; var tag = new JSON.VillageTags(); tag.TribeName = data.TribeId == null ? null : tribeNamesById[data.TribeId.Value]; tag.IsEnemyTribe = data.TribeId == null ? false : enemyTribes.Contains(data.TribeId.Value); tag.WallLevel = data.CurrentVillage.CurrentBuilding?.Wall; tag.WallLevelSeenAt = data.CurrentVillage.CurrentBuilding?.LastUpdated; tag.WatchtowerLevel = data.CurrentVillage.CurrentBuilding?.Watchtower; tag.WatchtowerSeenAt = data.CurrentVillage.CurrentBuilding?.LastUpdated; bool IsNuke(Scaffold.IScaffoldArmy army) { var jsonArmy = ArmyConvert.ArmyToJson(army); if (BattleSimulator.TotalAttackPower(jsonArmy) < 3.5e5) return false; if (ArmyStats.CalculateTotalPopulation(jsonArmy, TroopType.Axe, TroopType.Light, TroopType.Marcher) < 4000) return false; // Check HC nuke if (army.Light < 100) { return ArmyStats.CalculateTotalPopulation(jsonArmy, TroopType.Axe, TroopType.Heavy, TroopType.Marcher) > 15000 && army.Axe > army.Heavy; } else { // 13k pop, ie 5k axe, 2k lc return ArmyStats.CalculateTotalPopulation(jsonArmy, TroopType.Axe, TroopType.Light, TroopType.Marcher) > 13000; } } tag.ReturningTroopsPopulation = returningCommandsBySourceVillageId[data.CurrentVillage.VillageId].Sum((army) => ArmyStats.CalculateTotalPopulation(ArmyConvert.ArmyToJson(army))); tag.NumTargettingNukes = commandsByTargetVillageId[data.CurrentVillage.VillageId].Count(army => IsNuke(army)); if (village.ArmyStationed?.LastUpdated != null) { // 1 DV is approx. 1.7m total defense power var stationed = village.ArmyStationed; var defensePower = BattleSimulator.TotalDefensePower(ArmyConvert.ArmyToJson(stationed)); tag.IsStacked = defensePower > 1.7e6; tag.StackDVs = defensePower / (float)1.7e6; tag.StackSeenAt = village.ArmyStationed.LastUpdated; } var validArmies = new[] { village.ArmyOwned, village.ArmyTraveling, village.ArmyStationed }.Where(a => a?.LastUpdated != null && !ArmyConvert.ArmyToJson(a).IsEmpty()).ToList(); var nukeArmy = ( from army in validArmies where IsNuke(army) orderby army.LastUpdated.Value descending select army ).FirstOrDefault(); var nobleArmy = ( from army in validArmies where army.Snob > 0 orderby army.LastUpdated.Value descending select army ).FirstOrDefault(); if (nukeArmy != null) { tag.HasNuke = true; tag.NukeSeenAt = nukeArmy.LastUpdated; } if (nobleArmy != null) { tag.HasNobles = true; tag.NoblesSeenAt = nobleArmy.LastUpdated; } result.Add(village.VillageId, tag); } }); return Ok(result); }
public async Task<IActionResult> GetCommandsRegardingVillage(long villageId) { if (!await CanReadVillage(villageId)) return StatusCode(401); var uploadHistory = await context.UserUploadHistory.Where(u => u.Uid == CurrentUserId).FirstOrDefaultAsync(); var validationInfo = UploadRestrictionsValidate.ValidateInfo.FromMapRestrictions(CurrentUser, uploadHistory); var needsUpdateReasons = UploadRestrictionsValidate.GetNeedsUpdateReasons(CurrentServerTime, validationInfo); if (needsUpdateReasons != null && needsUpdateReasons.Any()) { return StatusCode(423, needsUpdateReasons.Select(r => Translate(r)).ToList()); // Status code "Locked" } var commandsFromVillage = await Profile("Get commands from village", () => ( from command in CurrentSets.Command .FromWorld(CurrentWorldId) .Include(c => c.Army) where command.SourceVillageId == villageId where command.ReturnsAt > CurrentServerTime orderby command.ReturnsAt ascending select command ).ToListAsync()); foreach (var command in commandsFromVillage.Where(c => !c.IsReturning)) { if (command.LandsAt <= CurrentServerTime) command.IsReturning = true; } await context.SaveChangesAsync(); var targetVillageIds = commandsFromVillage.Select(c => c.TargetVillageId).Distinct(); var targetVillages = await Profile("Get other villages", () => ( from village in CurrentSets.Village where targetVillageIds.Contains(village.VillageId) select village ).ToListAsync()); var targetVillagesById = targetVillages.ToDictionary(v => v.VillageId, v => v); var result = new JSON.VillageCommandSet(); if (commandsFromVillage != null && commandsFromVillage.Count > 0) { result.CommandsFromVillage = new List<JSON.VillageCommand>(); foreach (var command in commandsFromVillage) { var commandData = new JSON.VillageCommand(); commandData.CommandId = command.CommandId; commandData.LandsAt = command.LandsAt; commandData.ReturnsAt = command.ReturnsAt.Value; commandData.Army = ArmyConvert.ArmyToJson(command.Army); commandData.IsReturning = command.IsReturning; commandData.TroopType = command.TroopType; commandData.OtherVillageId = command.TargetVillageId; var otherVillage = targetVillagesById[command.TargetVillageId]; commandData.OtherVillageName = otherVillage.VillageName.UrlDecode(); commandData.OtherVillageCoords = $"{otherVillage.X}|{otherVillage.Y}"; result.CommandsFromVillage.Add(commandData); } } return Ok(result); }
public async Task <IActionResult> GetTroopsSummary(int fangMinCats, int fangMaxPop) { // Dear jesus this is such a mess context.ChangeTracker.QueryTrackingBehavior = QueryTrackingBehavior.NoTracking; if (!CurrentUserIsAdmin) { var authRecord = MakeFailedAuthRecord("User is not admin"); context.Add(authRecord); await context.SaveChangesAsync(); return(Unauthorized()); } // This is a mess because of different classes for Player, CurrentPlayer, etc // Get all CurrentVillages from the user's tribe - list of (Player, CurrentVillage) // (This returns a lot of data and will be slow) var tribeVillages = await( from player in CurrentSets.Player join user in CurrentSets.User on player.PlayerId equals user.PlayerId join village in CurrentSets.Village on player.PlayerId equals village.PlayerId join currentVillage in CurrentSets.CurrentVillage on village.VillageId equals currentVillage.VillageId into currentVillage where user.Enabled && !user.IsReadOnly where player.TribeId == CurrentTribeId || !Configuration.Security.RestrictAccessWithinTribes select new { player, villageId = village.VillageId, currentVillage = currentVillage.FirstOrDefault(), X = village.X.Value, Y = village.Y.Value } ).ToListAsync(); var currentPlayers = await( // Get all CurrentPlayer data for the user's tribe (separate from global 'Player' table // so we can also output stats for players that haven't uploaded anything yet) from currentPlayer in CurrentSets.CurrentPlayer join player in CurrentSets.Player on currentPlayer.PlayerId equals player.PlayerId join user in CurrentSets.User on player.PlayerId equals user.PlayerId where user.Enabled && !user.IsReadOnly where player.TribeId == CurrentTribeId || !Configuration.Security.RestrictAccessWithinTribes select currentPlayer ).ToListAsync(); var uploadHistory = await( // Get user upload history from history in context.UserUploadHistory join user in CurrentSets.User on history.Uid equals user.Uid join player in CurrentSets.Player on user.PlayerId equals player.PlayerId where player.TribeId == CurrentTribeId || !Configuration.Security.RestrictAccessWithinTribes where user.Enabled && !user.IsReadOnly select new { playerId = player.PlayerId, history } ).ToListAsync(); var enemyVillages = await( // Get enemy villages from tribe in CurrentSets.EnemyTribe join player in CurrentSets.Player on tribe.EnemyTribeId equals player.TribeId join village in CurrentSets.Village on player.PlayerId equals village.PlayerId select new { village.VillageId, X = village.X.Value, Y = village.Y.Value } ).ToListAsync(); // Need to load armies separately since `join into` doesn't work right with .Include() var armyIds = tribeVillages .Where(v => v.currentVillage != null) .SelectMany(v => new[] { v.currentVillage.ArmyAtHomeId, v.currentVillage.ArmyOwnedId, v.currentVillage.ArmyRecentLossesId, v.currentVillage.ArmyStationedId, v.currentVillage.ArmySupportingId, v.currentVillage.ArmyTravelingId }) .Where(id => id != null) .Select(id => id.Value) .ToList(); var allArmies = await context.CurrentArmy.Where(a => armyIds.Contains(a.ArmyId)).ToDictionaryAsync(a => a.ArmyId, a => a); foreach (var village in tribeVillages.Where(v => v.currentVillage != null)) { Scaffold.CurrentArmy FindArmy(long?armyId) => armyId == null ? null : allArmies.GetValueOrDefault(armyId.Value); var cv = village.currentVillage; cv.ArmyAtHome = FindArmy(cv.ArmyAtHomeId); cv.ArmyOwned = FindArmy(cv.ArmyOwnedId); cv.ArmyRecentLosses = FindArmy(cv.ArmyRecentLossesId); cv.ArmyStationed = FindArmy(cv.ArmyStationedId); cv.ArmySupporting = FindArmy(cv.ArmySupportingId); cv.ArmyTraveling = FindArmy(cv.ArmyTravelingId); } var currentPlayerIds = currentPlayers.Select(p => p.PlayerId).ToList(); var villageIds = tribeVillages.Select(v => v.villageId).Distinct().ToList(); var attackedVillageIds = await Profile("Get incomings", () => ( from command in CurrentSets.Command where villageIds.Contains(command.TargetVillageId) && command.IsAttack && command.LandsAt > CurrentServerTime && !command.IsReturning where !currentPlayerIds.Contains(command.SourcePlayerId) select command.TargetVillageId ).ToListAsync()); var attackCommands = await Profile("Get attack details", () => ( from command in CurrentSets.Command.Include(c => c.Army) where villageIds.Contains(command.SourceVillageId) && command.IsAttack && command.LandsAt > CurrentServerTime where command.TargetPlayerId != null select new { command.SourceVillageId, command.Army } ).ToListAsync()); var attackingVillageIds = attackCommands.Select(c => c.SourceVillageId).ToList(); var tribeIds = tribeVillages.Select(tv => tv.player.TribeId) .Where(tid => tid != null) .Distinct() .Select(tid => tid.Value) .ToList(); // Collect villages grouped by owner var villagesByPlayer = tribeVillages .Select(v => v.player) .Distinct() .ToDictionary( p => p, p => tribeVillages.Where(v => v.player == p) .Select(tv => tv.currentVillage) .Where(cv => cv != null) .ToList() ); var villageIdsByPlayer = villagesByPlayer.ToDictionary( kvp => kvp.Key, kvp => kvp.Value.Select(v => v.VillageId).ToList() ); var uploadHistoryByPlayer = uploadHistory .Select(h => h.playerId) .Distinct() .ToDictionary( p => p, p => uploadHistory.Where(h => h.playerId == p) .Select(h => h.history) .FirstOrDefault() ); // Get all support data for the tribe // 'villageIds' tends to be large, so this will be a slow query var villagesSupport = await( from support in CurrentSets.CurrentVillageSupport .Include(s => s.SupportingArmy) where villageIds.Contains(support.SourceVillageId) select support ).ToListAsync(); // Get support data by player Id, and sorted by target tribe ID var playersById = tribeVillages.Select(tv => tv.player).Distinct().ToDictionary(p => p.PlayerId, p => p); var tribeIdsByVillage = tribeVillages.ToDictionary( v => v.villageId, v => v.player.TribeId ?? -1 ); // Get tribes being supported that are not from vault var nonTribeVillageIds = villagesSupport.Select(s => s.TargetVillageId).Distinct().Except(villageIds).ToList(); var nonTribeTargetTribesByVillageId = await( from village in CurrentSets.Village join player in CurrentSets.Player on village.PlayerId equals player.PlayerId join ally in CurrentSets.Ally on player.TribeId equals ally.TribeId where nonTribeVillageIds.Contains(village.VillageId) select new { village.VillageId, ally.TribeId } ).ToDictionaryAsync(d => d.VillageId, d => d.TribeId); foreach (var entry in nonTribeTargetTribesByVillageId) { tribeIdsByVillage.Add(entry.Key, entry.Value); } tribeIds = tribeIds.Concat(nonTribeTargetTribesByVillageId.Values.Distinct()).Distinct().ToList(); var villagesSupportByPlayerId = new Dictionary <long, List <Scaffold.CurrentVillageSupport> >(); var villagesSupportByPlayerIdByTargetTribeId = new Dictionary <long, Dictionary <long, List <Scaffold.CurrentVillageSupport> > >(); // Only check support with players that have registered villas foreach (var player in currentPlayers.Where(p => playersById.ContainsKey(p.PlayerId))) { var supportFromPlayer = villagesSupport.Where( s => villageIdsByPlayer[playersById[player.PlayerId]].Contains(s.SourceVillageId) ).ToList(); villagesSupportByPlayerId.Add(player.PlayerId, supportFromPlayer); var supportByTribe = tribeIds.ToDictionary(tid => tid, _ => new List <Scaffold.CurrentVillageSupport>()); supportByTribe.Add(-1, new List <Scaffold.CurrentVillageSupport>()); foreach (var support in supportFromPlayer) { var targetTribeId = tribeIdsByVillage.GetValueOrDefault(support.TargetVillageId, -1); supportByTribe[targetTribeId].Add(support); } villagesSupportByPlayerIdByTargetTribeId.Add(player.PlayerId, supportByTribe); } var numIncomingsByPlayer = new Dictionary <long, int>(); var numAttacksByPlayer = new Dictionary <long, int>(); var numAttackingFangsByPlayer = new Dictionary <long, int>(); var villageOwnerIdById = tribeVillages.ToDictionary(v => v.villageId, v => v.player.PlayerId); foreach (var target in attackedVillageIds) { var playerId = villageOwnerIdById[target]; if (!numIncomingsByPlayer.ContainsKey(playerId)) { numIncomingsByPlayer[playerId] = 0; } numIncomingsByPlayer[playerId]++; } foreach (var source in attackingVillageIds) { var playerId = villageOwnerIdById[source]; if (!numAttacksByPlayer.ContainsKey(playerId)) { numAttacksByPlayer[playerId] = 0; } numAttacksByPlayer[playerId]++; } bool IsFang(JSON.Army army, bool ignorePop = false) => army != null && army.ContainsKey(JSON.TroopType.Catapult) && army[JSON.TroopType.Catapult] >= fangMinCats && (ignorePop || ArmyStats.CalculateTotalPopulation(army, ArmyStats.OffensiveTroopTypes) <= fangMaxPop); foreach (var command in attackCommands) { var playerId = villageOwnerIdById[command.SourceVillageId]; if (!numAttackingFangsByPlayer.ContainsKey(playerId)) { numAttackingFangsByPlayer[playerId] = 0; } if (IsFang(command.Army)) { numAttackingFangsByPlayer[playerId]++; } } var villagesNearEnemy = new HashSet <long>(); foreach (var village in tribeVillages) { var nearbyEnemyVillage = enemyVillages.FirstOrDefault(v => { var distance = Model.Coordinate.Distance(v.X, v.Y, village.X, village.Y); return(distance < 10); }); if (nearbyEnemyVillage != null) { villagesNearEnemy.Add(village.villageId); } } var maxNoblesByPlayer = currentPlayers.ToDictionary(p => p.PlayerId, p => p.CurrentPossibleNobles); // Get tribe labels var tribeNames = await( from tribe in CurrentSets.Ally where tribeIds.Contains(tribe.TribeId) select new { tribe.Tag, tribe.TribeId } ).ToListAsync(); var tribeNamesById = tribeNames.ToDictionary(tn => tn.TribeId, tn => tn.Tag.UrlDecode()); var jsonData = new List <JSON.PlayerSummary>(); foreach (var kvp in villagesByPlayer.OrderBy(kvp => kvp.Key.TribeId).ThenBy(kvp => kvp.Key.PlayerName)) { var player = kvp.Key; String playerName = player.PlayerName; String tribeName = tribeNamesById.GetValueOrDefault(player.TribeId ?? -1); var playerVillages = kvp.Value; var playerHistory = uploadHistoryByPlayer.GetValueOrDefault(player.PlayerId); var playerSummary = new JSON.PlayerSummary { PlayerName = playerName.UrlDecode(), PlayerId = player.PlayerId, TribeName = tribeName, UploadedAt = playerHistory?.LastUploadedTroopsAt ?? new DateTime(), UploadedReportsAt = playerHistory?.LastUploadedReportsAt ?? new DateTime(), UploadedIncomingsAt = playerHistory?.LastUploadedIncomingsAt ?? new DateTime(), UploadedCommandsAt = playerHistory?.LastUploadedCommandsAt ?? new DateTime(), NumNobles = playerVillages.Select(v => v.ArmyOwned?.Snob ?? 0).Sum(), NumIncomings = numIncomingsByPlayer.GetValueOrDefault(player.PlayerId, 0), NumAttackCommands = numAttacksByPlayer.GetValueOrDefault(player.PlayerId, 0), FangsTraveling = numAttackingFangsByPlayer.GetValueOrDefault(player.PlayerId, 0) }; playerSummary.UploadAge = CurrentServerTime - playerSummary.UploadedAt; if (maxNoblesByPlayer.ContainsKey(player.PlayerId)) { playerSummary.MaxPossibleNobles = maxNoblesByPlayer[player.PlayerId]; } // General army data foreach (var village in playerVillages.Where(v => v.ArmyOwned != null && v.ArmyTraveling != null && v.ArmyAtHome != null)) { var armyOwned = ArmyConvert.ArmyToJson(village.ArmyOwned); var armyTraveling = ArmyConvert.ArmyToJson(village.ArmyTraveling); var armyAtHome = ArmyConvert.ArmyToJson(village.ArmyAtHome); if (IsFang(armyAtHome, true) && !ArmyStats.IsNuke(armyOwned, 0.75)) { playerSummary.FangsOwned++; } if (ArmyStats.IsOffensive(village.ArmyOwned)) { playerSummary.NumOffensiveVillages++; var offensivePower = BattleSimulator.TotalAttackPower(armyOwned); if (ArmyStats.IsNuke(armyOwned)) { playerSummary.NukesOwned++; } else if (ArmyStats.IsNuke(armyOwned, 0.75)) { playerSummary.ThreeQuarterNukesOwned++; } else if (ArmyStats.IsNuke(armyOwned, 0.5)) { playerSummary.HalfNukesOwned++; } else if (ArmyStats.IsNuke(armyOwned, 0.25)) { playerSummary.QuarterNukesOwned++; } if (ArmyStats.IsNuke(armyTraveling)) { playerSummary.NukesTraveling++; } else if (IsFang(armyTraveling)) { playerSummary.FangsTraveling++; } } else { playerSummary.NumDefensiveVillages++; var ownedDefensivePower = BattleSimulator.TotalDefensePower(armyOwned); var atHomeDefensivePower = BattleSimulator.TotalDefensePower(armyAtHome); var travelingDefensivePower = BattleSimulator.TotalDefensePower(armyTraveling); playerSummary.DVsAtHome += atHomeDefensivePower / (float)ArmyStats.FullDVDefensivePower; if (!villagesNearEnemy.Contains(village.VillageId)) { playerSummary.DVsAtHomeBackline += atHomeDefensivePower / (float)ArmyStats.FullDVDefensivePower; } playerSummary.DVsOwned += ownedDefensivePower / (float)ArmyStats.FullDVDefensivePower; playerSummary.DVsTraveling += travelingDefensivePower / (float)ArmyStats.FullDVDefensivePower; } } // Support data var playerSupport = villagesSupportByPlayerId.GetValueOrDefault(player.PlayerId); if (playerSupport != null) { // Support where the target is one of the players' own villages foreach (var support in playerSupport.Where(s => playerVillages.Any(v => v.VillageId == s.TargetVillageId))) { playerSummary.DVsSupportingSelf += BattleSimulator.TotalDefensePower(support.SupportingArmy) / (float)ArmyStats.FullDVDefensivePower; } // Support where the target isn't any of the players' own villages foreach (var support in playerSupport.Where(s => playerVillages.All(v => v.VillageId != s.TargetVillageId))) { playerSummary.DVsSupportingOthers += BattleSimulator.TotalDefensePower(support.SupportingArmy) / (float)ArmyStats.FullDVDefensivePower; } playerSummary.SupportPopulationByTargetTribe = new Dictionary <string, int>(); foreach (var(tribeId, supportToTribe) in villagesSupportByPlayerIdByTargetTribeId[player.PlayerId]) { var supportedTribeName = tribeNamesById.GetValueOrDefault(tribeId, Translate("UNKNOWN")); var totalSupportPopulation = 0; foreach (var support in supportToTribe) { totalSupportPopulation += ArmyStats.CalculateTotalPopulation(ArmyConvert.ArmyToJson(support.SupportingArmy)); } playerSummary.SupportPopulationByTargetTribe.Add(supportedTribeName, totalSupportPopulation); } } jsonData.Add(playerSummary); } return(Ok(jsonData)); }
public async Task <IActionResult> GetIncomingTags([FromBody] List <long> incomingsIds) { // Preload world data since we need world settings within queries below PreloadWorldData(); // Lots of data read but only updating some of it; whenever we do SaveChanges it checks // for changes against all queried objects. Disable tracking by default and track explicitly if necessary context.ChangeTracker.QueryTrackingBehavior = QueryTrackingBehavior.NoTracking; var incomingData = await Profile("Get existing commands", () => ( from command in CurrentSets.Command .Include(c => c.SourceVillage) let currentVillage = command.SourceVillage.CurrentVillage.FirstOrDefault(cv => cv.AccessGroupId == CurrentAccessGroupId) where incomingsIds.Contains(command.CommandId) select new { Command = command, CurrentVillage = currentVillage } ).ToListAsync() ); if (incomingData == null) { return(NotFound()); } // Load in actual CurrentArmy data for incomings // (Didn't need this previously but EF Core can be dumb, .Include on a `join .. into` doesn't actually include the given properties) { IEnumerable <long> SelectCurrentArmyIds(Scaffold.CurrentVillage currentVillage) { if (currentVillage == null) { yield break; } if (currentVillage.ArmyOwnedId != null) { yield return(currentVillage.ArmyOwnedId.Value); } if (currentVillage.ArmyStationedId != null) { yield return(currentVillage.ArmyStationedId.Value); } if (currentVillage.ArmyTravelingId != null) { yield return(currentVillage.ArmyTravelingId.Value); } } var currentArmyIds = incomingData.SelectMany(d => SelectCurrentArmyIds(d.CurrentVillage)).ToList(); var currentArmies = await CurrentSets.CurrentArmy.Where(army => currentArmyIds.Contains(army.ArmyId)).ToDictionaryAsync(a => a.ArmyId, a => a); foreach (var village in incomingData.Select(d => d.CurrentVillage).Where(v => v != null)) { if (village.ArmyOwnedId != null) { village.ArmyOwned = currentArmies[village.ArmyOwnedId.Value]; } if (village.ArmyStationedId != null) { village.ArmyStationed = currentArmies[village.ArmyStationedId.Value]; } if (village.ArmyTravelingId != null) { village.ArmyTraveling = currentArmies[village.ArmyTravelingId.Value]; } } } var uploadHistory = await Profile("Get user upload history", () => context.UserUploadHistory.Where(h => h.Uid == CurrentUserId).FirstOrDefaultAsync() ); var validationInfo = UploadRestrictionsValidate.ValidateInfo.FromTaggingRestrictions(CurrentUser, uploadHistory); List <String> needsUpdateReasons = UploadRestrictionsValidate.GetNeedsUpdateReasons(CurrentServerTime, validationInfo); if (needsUpdateReasons != null && needsUpdateReasons.Any()) { return(StatusCode(423, needsUpdateReasons.Select(r => Translate(r)).ToList())); // Status code "Locked" } // NOTE - We pull data for all villas requested but only return data for villas not in vaultOwnedVillages, // should stop querying that other data at some point var commandSourceVillageIds = incomingData.Select(inc => inc.Command.SourceVillageId).Distinct().ToList(); var commandTargetVillageIds = incomingData.Select(inc => inc.Command.TargetVillageId).Distinct().ToList(); var relevantVillages = await( from village in CurrentSets.Village where commandSourceVillageIds.Contains(village.VillageId) || commandTargetVillageIds.Contains(village.VillageId) select new { village.PlayerId, village.VillageId, village.VillageName, X = village.X.Value, Y = village.Y.Value } ).ToDictionaryAsync(v => v.VillageId, v => v); var sourcePlayerIds = relevantVillages.Values.Where(v => commandSourceVillageIds.Contains(v.VillageId)).Select(v => v.PlayerId ?? 0).ToList(); // Don't do any tagging for villages owned by players registered with the vault (so players in other tribes // also using the vault can't infer villa builds) var vaultOwnedVillages = await Profile("Get villages owned by vault users", () => ( from user in CurrentSets.User join village in CurrentSets.Village on user.PlayerId equals village.PlayerId where user.Enabled select village.VillageId ).ToListAsync()); var sourcePlayerNames = await Profile("Get player names", () => ( from player in CurrentSets.Player where sourcePlayerIds.Contains(player.PlayerId) select new { player.PlayerId, player.PlayerName } ).ToDictionaryAsync(p => p.PlayerId, p => p.PlayerName)); var countsByVillage = await Profile("Get command counts", () => ( from command in CurrentSets.Command where !command.IsReturning && command.LandsAt > CurrentServerTime group command by command.SourceVillageId into villageCommands select new { VillageId = villageCommands.Key, Count = villageCommands.Count() } ).ToDictionaryAsync(vc => vc.VillageId, vc => vc.Count)); var travelCalculator = new Features.Simulation.TravelCalculator(CurrentWorldSettings.GameSpeed, CurrentWorldSettings.UnitSpeed); DateTime CommandLaunchedAt(Scaffold.Command command) => command.LandsAt - travelCalculator.CalculateTravelTime( (command.TroopType ?? "ram").ToTroopType(), relevantVillages[command.SourceVillageId].X, relevantVillages[command.SourceVillageId].Y, relevantVillages[command.TargetVillageId].X, relevantVillages[command.TargetVillageId].Y ); var earliestLaunchTime = incomingData.Select(inc => CommandLaunchedAt(inc.Command)).DefaultIfEmpty(CurrentServerTime).Min(); var commandsReturningByVillageId = await Profile("Process returning commands for all source villages", async() => { var commandSeenThreshold = earliestLaunchTime - TimeSpan.FromDays(1); var sentCommands = await Profile("Query returning commands for all source villages", () => ( from command in CurrentSets.Command.AsTracking() .Include(c => c.Army) where command.FirstSeenAt > commandSeenThreshold where command.Army != null where commandSourceVillageIds.Contains(command.SourceVillageId) select command ).ToListAsync()); bool updatedCommands = false; var result = commandSourceVillageIds.ToDictionary(vid => vid, vid => new List <Scaffold.Command>()); Profile("Update command returning and sort into dictionary", () => { foreach (var cmd in sentCommands) { if (cmd.LandsAt <= CurrentServerTime) { if (!cmd.IsReturning) { updatedCommands = true; cmd.IsReturning = true; } result[cmd.SourceVillageId].Add(cmd); } } }); if (updatedCommands) { await Profile("Save commands now set to returning", () => context.SaveChangesAsync()); } return(result); }); var otherTargetedVillageIds = commandsReturningByVillageId.SelectMany(kvp => kvp.Value).Select(c => c.TargetVillageId).Distinct().Except(relevantVillages.Keys); var otherTargetVillages = await Profile("Get other villages targeted by inc source villas", () => CurrentSets.Village.Where(v => otherTargetedVillageIds.Contains(v.VillageId)).ToListAsync() ); foreach (var id in otherTargetedVillageIds) { var village = otherTargetVillages.First(v => v.VillageId == id); relevantVillages.Add(id, new { village.PlayerId, village.VillageId, village.VillageName, X = village.X.Value, Y = village.Y.Value }); } var launchTimesByCommandId = commandsReturningByVillageId.SelectMany(kvp => kvp.Value).Where(cmd => !vaultOwnedVillages.Contains(cmd.SourceVillageId)).ToDictionary( cmd => cmd.CommandId, cmd => CommandLaunchedAt(cmd) ); IEnumerable <Scaffold.Command> RelevantCommandsForIncoming(Scaffold.Command incoming) { if (!relevantVillages.ContainsKey(incoming.SourceVillageId)) { return(Enumerable.Empty <Scaffold.Command>()); } var launchTime = CommandLaunchedAt(incoming); var returningCommands = commandsReturningByVillageId.GetValueOrDefault(incoming.SourceVillageId); if (returningCommands == null) { return(Enumerable.Empty <Scaffold.Command>()); } return(returningCommands.Where(cmd => cmd.ReturnsAt > launchTime || (launchTimesByCommandId.ContainsKey(cmd.CommandId) && launchTimesByCommandId[cmd.CommandId] > launchTime))); } var duplicates = incomingData.GroupBy(i => i.Command.CommandId).Where(g => g.Count() > 1).ToDictionary(g => g.Key, g => g.ToList()); Dictionary <long, JSON.IncomingTag> resultTags = new Dictionary <long, JSON.IncomingTag>(); Profile("Make incomings tags", () => { foreach (var data in incomingData) { var incoming = data.Command; var sourceVillageId = incoming.SourceVillageId; if (vaultOwnedVillages.Contains(sourceVillageId)) { continue; } var sourceCurrentVillage = data.CurrentVillage; var commandsReturning = RelevantCommandsForIncoming(incoming); var armyOwned = sourceCurrentVillage?.ArmyOwned; var armyTraveling = sourceCurrentVillage?.ArmyTraveling; var armyStationed = sourceCurrentVillage?.ArmyStationed; // TODO - Make this a setting var maxUpdateTime = TimeSpan.FromDays(4); if (armyOwned?.LastUpdated != null && (CurrentServerTime - armyOwned.LastUpdated.Value > maxUpdateTime)) { armyOwned = null; } if (armyTraveling?.LastUpdated != null && (CurrentServerTime - armyTraveling.LastUpdated.Value > maxUpdateTime)) { armyTraveling = null; } if (armyStationed?.LastUpdated != null && (CurrentServerTime - armyStationed.LastUpdated.Value > maxUpdateTime)) { armyStationed = null; } if (armyOwned != null && armyOwned.IsEmpty()) { armyOwned = null; } if (armyTraveling != null && armyTraveling.IsEmpty()) { armyTraveling = null; } if (armyStationed != null && armyStationed.IsEmpty()) { armyStationed = null; } var troopsReturning = new JSON.Army(); if (commandsReturning != null) { foreach (var command in commandsReturning) { troopsReturning += ArmyConvert.ArmyToJson(command.Army); } } Scaffold.CurrentArmy effectiveArmy = null; bool isConfidentArmy = true; if (armyOwned != null) { effectiveArmy = armyOwned; } else if (armyTraveling != null) { effectiveArmy = armyTraveling; } else if (armyStationed != null) { effectiveArmy = armyStationed; isConfidentArmy = false; } var tag = new JSON.IncomingTag(); tag.CommandId = incoming.CommandId; tag.OriginalTag = incoming.UserLabel; tag.NumFromVillage = countsByVillage.GetValueOrDefault(sourceVillageId); tag.TroopType = TroopTypeConvert.StringToTroopType(incoming.TroopType); var sourceVillage = relevantVillages[incoming.SourceVillageId]; var targetVillage = relevantVillages[incoming.TargetVillageId]; tag.SourceVillageCoords = $"{sourceVillage.X}|{sourceVillage.Y}"; tag.TargetVillageCoords = $"{targetVillage.X}|{targetVillage.Y}"; tag.SourcePlayerName = sourcePlayerNames.GetValueOrDefault(incoming.SourcePlayerId, Translate("UNKNOWN")).UrlDecode(); tag.SourceVillageName = sourceVillage.VillageName.UrlDecode(); tag.TargetVillageName = targetVillage.VillageName.UrlDecode(); tag.Distance = new Coordinate { X = sourceVillage.X, Y = sourceVillage.Y }.DistanceTo(targetVillage.X, targetVillage.Y); if (effectiveArmy != null) { // TODO - Make this a setting bool isOffense = ArmyStats.IsOffensive(effectiveArmy); tag.VillageType = isOffense ? Translate("OFFENSE") : Translate("DEFENSE"); if (!isOffense && isConfidentArmy && (effectiveArmy.Snob == null || effectiveArmy.Snob == 0) && incoming.TroopType != JSON.TroopType.Snob.ToTroopString()) { tag.DefiniteFake = true; } var offensiveArmy = effectiveArmy.OfType(JSON.UnitBuild.Offensive); var jsonArmy = ArmyConvert.ArmyToJson(offensiveArmy); var pop = Native.ArmyStats.CalculateTotalPopulation(jsonArmy); var returningOffensiveArmy = troopsReturning.OfType(JSON.UnitBuild.Offensive); var returningPop = Native.ArmyStats.CalculateTotalPopulation(returningOffensiveArmy); tag.OffensivePopulation = pop - returningPop; if (tag.OffensivePopulation < 0) { tag.OffensivePopulation = 0; } if ((tag.OffensivePopulation > 100 || returningPop > 5000) && tag.OffensivePopulation < 5000 && isConfidentArmy) { tag.DefiniteFake = true; } tag.ReturningPopulation = returningPop; tag.NumCats = effectiveArmy.Catapult; } resultTags.Add(incoming.CommandId, tag); } }); return(Ok(resultTags)); }