Exemplo n.º 1
0
        public NavalBase(GameProvider listener, ITimingService timingService, NotificationManager notification, IStatePersist statePersist, IQuestKnowledges questKnowledges)
        {
            Notification         = notification;
            StatePersist         = statePersist;
            this.questKnowledges = questKnowledges;

            MasterData      = new MasterDataRoot(listener);
            Battle          = new BattleManager(listener, this);
            Quests          = new QuestManager(listener, questKnowledges, statePersist);
            _allEquipment   = new IdTable <EquipmentId, HomeportEquipment, RawEquipment, NavalBase>(this);
            _buildingDocks  = new IdTable <BuildingDockId, BuildingDock, RawBuildingDock, NavalBase>(this);
            _repairingDocks = new IdTable <RepairingDockId, RepairingDock, RawRepairingDock, NavalBase>(this);
            _useItems       = new IdTable <UseItemId, UseItemCount, RawUseItemCount, NavalBase>(this);
            _allShips       = new IdTable <ShipId, HomeportShip, RawShip, NavalBase>(this);
            _fleets         = new IdTable <FleetId, HomeportFleet, RawFleet, NavalBase>(this);
            _maps           = new IdTable <MapId, Map, RawMap, NavalBase>(this);
            _airForce       = new IdTable <(MapAreaId MapArea, AirForceGroupId GroupId), AirForceGroup, RawAirForceGroup, NavalBase>(this);

            listener.AllEquipmentUpdated += (t, msg) => _allEquipment.BatchUpdate(msg, t);
            listener.BuildingDockUpdated += (t, msg) => _buildingDocks.BatchUpdate(msg, t);
            listener.UseItemUpdated      += (t, msg) => _useItems.BatchUpdate(msg, t);

            listener.AdmiralUpdated += (t, msg) =>
            {
                if (Admiral?.Id != msg.Id)
                {
                    var @new = new Admiral(msg, this, t);
                    AdmiralChanging?.Invoke(t, Admiral, @new);
                    Admiral = @new;
                    NotifyPropertyChanged(nameof(Admiral));
                    StatePersist?.Initialize(msg.Id);
                    this.questKnowledges.Load();
                }
                else
                {
                    Admiral.Update(msg, t);
                }
            };
            listener.MaterialsUpdated += (t, msg) =>
            {
                var oldMaterials = Materials;
                var materials    = oldMaterials;
                msg.Apply(ref materials);
                if (Materials != materials)
                {
                    Materials = materials;
                    MaterialsUpdating?.Invoke(t, oldMaterials, materials, msg.Reason);
                }
            };
            listener.HomeportReturned += (t, msg) =>
            {
                _allShips.BatchUpdate(msg.Ships, t);
                CombinedFleet = msg.CombinedFleetType;
                if (StatePersist != null)
                {
                    StatePersist.LastHomeportUpdate = t;
                    StatePersist.SaveChanges();
                }
                HomeportUpdated?.Invoke(t, this);
            };
            listener.CompositionChanged += (t, msg) =>
            {
                var fleet = Fleets[msg.FleetId];
                if (msg.ShipId is ShipId shipId)
                {
                    var ship = AllShips[shipId];
                    fleet.ChangeComposition(msg.Index, ship);
                }
                else
                {
                    fleet.ChangeComposition(msg.Index, null);
                }
            };
            listener.FleetsUpdated        += (t, msg) => _fleets.BatchUpdate(msg, t);
            listener.FleetPresetSelected  += (t, msg) => Fleets[msg.Id].Update(msg, t);
            listener.ShipExtraSlotOpened  += (t, msg) => AllShips[msg].OpenExtraSlot();
            listener.PartialFleetsUpdated += (t, msg) => _fleets.BatchUpdate(msg, t, removal: false);
            listener.PartialShipsUpdated  += (t, msg) => _allShips.BatchUpdate(msg, t, removal: false);
            listener.RepairingDockUpdated += (t, msg) => _repairingDocks.BatchUpdate(msg, t);
            listener.ShipSupplied         += (t, msg) =>
            {
                foreach (var raw in msg)
                {
                    var ship = AllShips[raw.ShipId];
                    ShipSupplying?.Invoke(t, ship, raw);
                    ship?.Supply(raw);
                }
                questKnowledges.OnSingletonEvent(SingletonEvent.ShipSupply);
            };

            listener.RepairStarted += (t, msg) =>
            {
                var ship = AllShips[msg.ShipId];
                if (ship == null)
                {
                    return;
                }

                ShipRepairing?.Invoke(t, ship, msg.InstantRepair);
                if (msg.InstantRepair)
                {
                    ship.SetRepaired();
                }

                var oldMaterials = Materials;
                var materials    = oldMaterials;
                materials.Fuel  -= ship.RepairingCost.Fuel;
                materials.Steel -= ship.RepairingCost.Steel;
                Materials        = materials;
                MaterialsUpdating?.Invoke(t, oldMaterials, materials, MaterialsChangeReason.ShipRepair);
                questKnowledges.OnSingletonEvent(SingletonEvent.ShipRepair);
            };
            listener.InstantRepaired += (t, msg) =>
            {
                var dock = RepairingDocks[msg];
                RepairingDockInstant?.Invoke(t, msg, dock.RepairingShip);
                dock.Instant();
            };
            listener.InstantBuilt += (t, msg) =>
            {
                var dock = BuildingDocks[msg];
                dock.Instant();

                var oldMaterials = Materials;
                var materials    = oldMaterials;
                materials.InstantBuild -= dock.IsLSC ? 10 : 1;
                Materials = materials;
                MaterialsUpdating?.Invoke(t, oldMaterials, materials, MaterialsChangeReason.InstantBuilt);
            };
            listener.ShipCreated += (t, msg)
                                    => questKnowledges.OnSingletonEvent(SingletonEvent.ShipConstruct);
            listener.ShipBuildCompleted += (t, msg) =>
            {
                _allEquipment.BatchUpdate(msg.Equipments, t, removal: false);
                _allShips.Add(msg.Ship, t);
            };
            listener.EquipmentCreated += (t, msg) =>
            {
                foreach (var e in msg.Equipment)
                {
                    if (e is object)
                    {
                        _allEquipment.Add(e, t);
                    }
                    questKnowledges.OnSingletonEvent(SingletonEvent.EquipmentCreate);
                }
            };
            listener.ShipDismantled += (t, msg) =>
            {
                var removed = RemoveShips(msg.ShipIds, msg.DismantleEquipments);
                questKnowledges.OnShipDismantle(removed);
                ShipDismantling?.Invoke(t, removed, msg.DismantleEquipments);
            };
            listener.EquipmentDismantled += (t, msg) =>
            {
                var removed = RemoveEquipment(msg);
                questKnowledges.OnEquipmentDismantle(removed);
                EquipmentDismantling?.Invoke(t, removed);
            };
            listener.EquipmentImproved += (t, msg) =>
            {
                var consumed = msg.ConsumedEquipmentIds != null?RemoveEquipment(msg.ConsumedEquipmentIds) : null;

                var original = AllEquipment[msg.EquipmentId];
                EquipmentImproving?.Invoke(t, original, msg.UpdatedTo, consumed, msg.IsSuccess);
                if (msg.IsSuccess)
                {
                    original.Update(msg.UpdatedTo, t);
                }
                questKnowledges?.OnSingletonEvent(SingletonEvent.EquipmentImprove);
            };
            listener.ShipPoweruped += (t, msg) =>
            {
                var consumed = RemoveShips(msg.ConsumedShipIds, msg.DismantleEquipments);
                var original = AllShips[msg.ShipId];
                questKnowledges.OnShipPowerup(original, consumed, msg.IsSuccess);
                ShipPoweruping?.Invoke(t, original, msg.UpdatedTo, consumed);
                original.Update(msg.UpdatedTo, t);
            };
            listener.ExpeditionCompleted += (t, msg) =>
            {
                var fleet = Fleets[msg.FleetId];
                questKnowledges?.OnExpeditionComplete(fleet, fleet.Expedition, msg.Result);
            };

            listener.MapsUpdated       += (t, msg) => _maps.BatchUpdate(msg, t);
            listener.AirForceUpdated   += (t, msg) => _airForce.BatchUpdate(msg, t);
            listener.AirForcePlaneSet  += (t, msg) => AirForce[(msg.MapAreaId, msg.GroupId)].SetPlane(t, msg);
Exemplo n.º 2
0
        public NavalBase(IGameProvider listener, ILocalizationService localization)
        {
            Localization = localization;

            MasterData = new MasterDataRoot(listener, localization);
            Quests = new QuestManager(listener, localization);
            _allEquipment = new IdTable<EquipmentId, Equipment, IRawEquipment, NavalBase>(this);
            _buildingDocks = new IdTable<BuildingDockId, BuildingDock, IRawBuildingDock, NavalBase>(this);
            _repairingDocks = new IdTable<RepairingDockId, RepairingDock, IRawRepairingDock, NavalBase>(this);
            _useItems = new IdTable<UseItemId, UseItemCount, IRawUseItemCount, NavalBase>(this);
            _allShips = new IdTable<ShipId, Ship, IRawShip, NavalBase>(this);
            _fleets = new IdTable<FleetId, Fleet, IRawFleet, NavalBase>(this);
            _maps = new IdTable<MapId, Map, IRawMap, NavalBase>(this);
            _airForce = new IdTable<(MapAreaId MapArea, AirForceGroupId GroupId), AirForceGroup, IRawAirForceGroup, NavalBase>(this);

            listener.AllEquipmentUpdated += (t, msg) => _allEquipment.BatchUpdate(msg, t);
            listener.BuildingDockUpdated += (t, msg) => _buildingDocks.BatchUpdate(msg, t);
            listener.UseItemUpdated += (t, msg) => _useItems.BatchUpdate(msg, t);

            listener.AdmiralUpdated += (t, msg) =>
            {
                if (Admiral?.Id != msg.Id)
                {
                    var @new = new Admiral(msg, this, t);
                    AdmiralChanging?.Invoke(t, Admiral, @new);
                    Admiral = @new;
                    NotifyPropertyChanged(nameof(Admiral));
                }
                else
                    Admiral.Update(msg, t);
            };
            listener.MaterialsUpdated += (t, msg) =>
            {
                var materials = Materials;
                msg.Apply(ref materials);
                if (Materials != materials)
                {
                    Materials = materials;
                    MaterialsUpdating?.Invoke(t, Materials, materials, msg.Reason);
                }
            };
            listener.HomeportReturned += (t, msg) => _allShips.BatchUpdate(msg.Ships, t);
            listener.CompositionChanged += (t, msg) =>
            {
                var fleet = Fleets[msg.FleetId];
                if (msg.ShipId is ShipId shipId)
                {
                    var ship = AllShips[shipId];
                    fleet.ChangeComposition(msg.Index, ship, Fleets.FirstOrDefault(x => x.Ships.Contains(ship)));
                }
                else
                    fleet.ChangeComposition(msg.Index, null, null);
            };
            listener.FleetsUpdated += (t, msg) => _fleets.BatchUpdate(msg, t);
            listener.FleetPresetSelected += (t, msg) => Fleets[msg.Id].Update(msg, t);
            listener.ShipEquipmentUdated += (t, msg) => AllShips[msg.ShipId].UpdateEquipments(msg.EquipmentIds);
            listener.ShipExtraSlotOpened += (t, msg) => AllShips[msg].ExtraSlot = new Slot();
            listener.PartialFleetsUpdated += (t, msg) => _fleets.BatchUpdate(msg, t, removal: false);
            listener.PartialShipsUpdated += (t, msg) => _allShips.BatchUpdate(msg, t, removal: false);
            listener.RepairingDockUpdated += (t, msg) => _repairingDocks.BatchUpdate(msg, t);
            listener.ShipSupplied += (t, msg) =>
            {
                foreach (var raw in msg)
                    AllShips[raw.ShipId]?.Supply(raw);
            };

            listener.RepairStarted += (t, msg) =>
            {
                if (msg.InstantRepair)
                    AllShips[msg.ShipId]?.SetRepaired();
            };
            listener.InstantRepaired += (t, msg) =>
            {
                var dock = RepairingDocks[msg];
                dock.State = RepairingDockState.Empty;
                dock.RepairingShip = null;
            };
            listener.InstantBuilt += (t, msg) => BuildingDocks[msg].State = BuildingDockState.BuildCompleted;
            listener.ShipBuildCompleted += (t, msg) =>
            {
                _allEquipment.BatchUpdate(msg.Equipments, t, removal: false);
                _allShips.Add(msg.Ship, t);
            };
            listener.EquipmentCreated += (t, msg) =>
            {
                if (msg.IsSuccess)
                    _allEquipment.Add(msg.Equipment, t);
            };
            listener.ShipDismantled += (t, msg)
                => ShipDismantling?.Invoke(t, RemoveShips(msg.ShipIds, msg.DismantleEquipments, t), msg.DismantleEquipments);
            listener.EquipmentDismantled += (t, msg) => EquipmentDismantling?.Invoke(t, RemoveEquipments(msg, t));
            listener.EquipmentImproved += (t, msg) =>
            {
                var consumed = RemoveEquipments(msg.ConsumedEquipmentIds, t);
                var original = AllEquipment[msg.EquipmentId];
                EquipmentImproving?.Invoke(t, original, msg.UpdatedTo, consumed, msg.IsSuccess);
                if (msg.IsSuccess)
                    original.Update(msg.UpdatedTo, t);
            };
            listener.ShipPoweruped += (t, msg) =>
            {
                var consumed = RemoveShips(msg.ConsumedShipIds, true, t);
                var original = AllShips[msg.ShipId];
                ShipPoweruping?.Invoke(t, original, msg.UpdatedTo, consumed);
                original.Update(msg.UpdatedTo, t);
            };

            listener.MapsUpdated += (t, msg) => _maps.BatchUpdate(msg, t);
            listener.AirForceUpdated += (t, msg) => _airForce.BatchUpdate(msg, t);
            listener.AirForcePlaneSet += (t, msg) =>
            {
                var group = AirForce[(msg.MapAreaId, msg.GroupId)];
                group.Distance = msg.NewDistance;
                group.squadrons.BatchUpdate(msg.UpdatedSquadrons, t, removal: false);
            };