public async Task <Guid> PostAttack(Guid sessionId, Guid regionId, uint numberOfTroops, Guid targetRegionId) { IRegionData sourceRegion = await RegionRepository.GetRegionOrThrow(sessionId, regionId) .IsRegionOwnerOrThrow(User.Identity.GetUserId()); ISession session = await SessionRepository.GetSessionOrThrow(sourceRegion) .IsUserIdJoinedOrThrow(NationRepository, User.Identity.GetUserId()) .IsPhaseTypeOrThrow(SessionPhase.CombatOrders); IRegionData targetRegion = await RegionRepository.GetRegionOrThrow(session.GameId, targetRegionId) .IsNotRegionOwnerOrThrow(User.Identity.GetUserId()) .IsRegionConnectedOrThrow(sourceRegion.RegionId); if (sourceRegion.TroopCount <= (sourceRegion.TroopsCommittedToPhase + numberOfTroops)) { throw new HttpResponseException(new HttpResponseMessage { StatusCode = HttpStatusCode.BadRequest, ReasonPhrase = "You do not have that many troops available to attack with" }); } else if (numberOfTroops <= 0) { throw new HttpResponseException(new HttpResponseMessage { StatusCode = HttpStatusCode.BadRequest, ReasonPhrase = "You can not attack with less than 1 troop" }); } else { Guid orderGuid; using (IBatchOperationHandle batchOperation = SessionRepository.StartBatchOperation(session.GameId)) { var queueAttackTask = CommandQueue.OrderAttack(batchOperation, session.GameId, session.PhaseId, sourceRegion.RegionId, sourceRegion.CurrentEtag, targetRegion.RegionId, numberOfTroops); RegionRepository.CommitTroopsToPhase(batchOperation, sourceRegion, numberOfTroops); await batchOperation.CommitBatch(); orderGuid = await queueAttackTask; } return(orderGuid); } }
public async Task PostCards(Guid sessionId, IEnumerable <Guid> cards) { ISession session = await SessionRepository.GetSessionOrThrow(sessionId) .IsUserIdJoinedOrThrow(NationRepository, User.Identity.GetUserId()) .IsPhaseTypeOrThrow(SessionPhase.Reinforcements); Task <INationData> nationDataTask = NationRepository.GetNationOrThrow(sessionId, User.Identity.GetUserId()); Task <IEnumerable <ICardData> > playerCardsTask = NationRepository.GetCards(sessionId, User.Identity.GetUserId()); if (cards == null) { throw new HttpResponseException(new HttpResponseMessage { StatusCode = HttpStatusCode.BadRequest, ReasonPhrase = "Invalid card(s) specified" }); } HashSet <Guid> cardRegionIds = new HashSet <Guid>(); foreach (Guid cardRegionId in cards) { if (cardRegionIds.Contains(cardRegionId)) { throw new HttpResponseException(new HttpResponseMessage { StatusCode = HttpStatusCode.BadRequest, ReasonPhrase = "Duplicate card(s) specified" }); } else if (cardRegionIds.Count >= 3) { throw new HttpResponseException(new HttpResponseMessage { StatusCode = HttpStatusCode.BadRequest, ReasonPhrase = "Too many card(s) specified" }); } else { cardRegionIds.Add(cardRegionId); } } if (cardRegionIds.Count != 3) { throw new HttpResponseException(new HttpResponseMessage { StatusCode = HttpStatusCode.BadRequest, ReasonPhrase = "Too few card(s) specified" }); } using (IBatchOperationHandle batchOperation = SessionRepository.StartBatchOperation(sessionId)) { IEnumerable <ICardData> playerCards = await playerCardsTask; HashSet <UInt32> seenValues = new HashSet <UInt32>(); foreach (ICardData card in playerCards) { if (cardRegionIds.Contains(card.RegionId)) { NationRepository.SetCardDiscarded(batchOperation, sessionId, card.RegionId, card.CurrentEtag); seenValues.Add(card.Value); } } UInt32 additionalReinforcements = 0; if (seenValues.Count == 1) { additionalReinforcements = seenValues.First(); } else if (seenValues.Count == 3) { additionalReinforcements = 9; } else { await batchOperation.Abort(); throw new HttpResponseException(new HttpResponseMessage { StatusCode = HttpStatusCode.BadRequest, ReasonPhrase = "Invalid combination of card(s) specified" }); } INationData nation = await nationDataTask; NationRepository.SetAvailableReinforcements(batchOperation, sessionId, nation.UserId, nation.CurrentEtag, nation.AvailableReinforcements + additionalReinforcements); await batchOperation.CommitBatch(); } }