Files
BLHX.Server/BLHX.Server.Common/Database/Player.cs
2024-04-05 01:35:08 -04:00

568 lines
22 KiB
C#

using BLHX.Server.Common.Proto.common;
using BLHX.Server.Common.Proto.p12;
using BLHX.Server.Common.Proto.p13;
using BLHX.Server.Common.Utils;
using Microsoft.EntityFrameworkCore;
using System.ComponentModel.DataAnnotations;
using System.ComponentModel.DataAnnotations.Schema;
namespace BLHX.Server.Common.Database {
public sealed class PlayerContext : DbContext, IBLHXDBContext<PlayerContext> {
SavingState savingState;
public static string DbPath => "Databases/players.db";
public DbSet<Player> Players { get; set; }
public DbSet<PlayerResource> Resources { get; set; }
public DbSet<ResourceField> ResourceFields { get; set; }
public DbSet<PlayerShip> Ships { get; set; }
public DbSet<ChapterInfo> ChapterInfoes { get; set; }
public PlayerContext() {
if (Database.GetPendingMigrations().Any())
Database.Migrate();
SavingChanges += (_, _) => savingState = SavingState.Saving;
SavedChanges += (_, _) => savingState = SavingState.None;
SaveChangesFailed += (_, _) => savingState = SavingState.None;
}
// Thread-safe method pls
public void Save() {
if (savingState == SavingState.Attempting)
return;
while (savingState != SavingState.None) {
savingState = SavingState.Attempting;
Task.Delay(1).Wait();
}
SaveChanges();
}
public Player Init(string token, uint shipId, string name) {
var player = new Player(token, new Displayinfo() { Icon = shipId }, name);
Players.Add(player);
Save();
// Initial resousrces
player.DoResource(8, 4000);
player.DoResource(7, 5);
player.DoResource(5, 5);
player.DoResource(2, 500);
player.DoResource(1, 3000);
// Selected ship and Long Island as default...
player.AddShip(shipId);
player.AddShip(106011);
PlayerRoutine(player);
return player;
}
public void PlayerRoutine(Player player) {
if (!ResourceFields.Any(x => x.Type == ResourceFieldType.Gold))
ResourceFields.Add(new() { Type = ResourceFieldType.Gold, PlayerUid = player.Uid });
if (!ResourceFields.Any(x => x.Type == ResourceFieldType.Oil))
ResourceFields.Add(new() { Type = ResourceFieldType.Oil, PlayerUid = player.Uid });
Save();
}
protected override void OnModelCreating(ModelBuilder modelBuilder) {
base.OnModelCreating(modelBuilder);
modelBuilder.Entity<Player>(e => {
e.Property(b => b.DisplayInfo)
.HasJsonConversion();
e.Property(b => b.Appreciation)
.HasJsonConversion();
e.Property(b => b.Fleets)
.HasJsonConversion()
.HasDefaultValue(new List<Groupinfo>() {
new() { Id = 1, ShipLists = [1, 2] },
new() { Id = 2 },
new() { Id = 11 },
new() { Id = 12 }
});
e.Property(b => b.ShipSkins)
.HasJsonConversion()
.HasDefaultValue(new List<Idtimeinfo>() { });
e.Property(b => b.Adv)
.HasDefaultValue("");
e.HasMany(b => b.Resources)
.WithOne(e => e.Player)
.HasForeignKey(e => e.PlayerUid)
.IsRequired();
e.HasMany(b => b.ResourceFields)
.WithOne(e => e.Player)
.HasForeignKey(e => e.PlayerUid)
.IsRequired();
e.HasMany(b => b.Ships)
.WithOne(e => e.Player)
.HasForeignKey(e => e.PlayerUid)
.IsRequired();
e.OwnsOne(x => x.RefundShopInfoLists);
e.OwnsOne(x => x.CardLists);
e.OwnsOne(x => x.CdLists);
e.OwnsOne(x => x.TakingShipLists);
});
modelBuilder.Entity<PlayerShip>(e => {
e.Property(b => b.Id)
.ValueGeneratedOnAdd();
e.Property(b => b.State)
.HasJsonConversion();
e.Property(b => b.EquipInfoLists)
.HasJsonConversion();
e.Property(b => b.TransformLists)
.HasJsonConversion();
e.Property(b => b.SkillIdLists)
.HasJsonConversion();
e.Property(b => b.StrengthLists)
.HasJsonConversion();
e.Property(b => b.MetaRepairLists)
.HasJsonConversion();
e.Property(b => b.CoreLists)
.HasJsonConversion();
});
modelBuilder.Entity<ChapterInfo>(e => {
e.Property(x => x.EscortLists)
.HasJsonConversion();
e.Property(x => x.AiLists)
.HasJsonConversion();
e.Property(x => x.BuffLists)
.HasJsonConversion();
e.Property(x => x.GroupLists)
.HasJsonConversion();
e.Property(x => x.BattleStatistics)
.HasJsonConversion();
e.Property(x => x.CellFlagLists)
.HasJsonConversion();
e.Property(x => x.CellLists)
.HasJsonConversion();
e.Property(x => x.ChapterStrategyLists)
.HasJsonConversion();
e.Property(x => x.ExtraFlagLists)
.HasJsonConversion();
e.Property(x => x.FleetDuties)
.HasJsonConversion();
e.Property(x => x.OperationBuffs)
.HasJsonConversion();
});
}
protected override void OnConfiguring(DbContextOptionsBuilder options)
=> options.UseLazyLoadingProxies()
.EnableSensitiveDataLogging()
.UseSqlite($"Data Source={((IBLHXDBContext)this).GetFullDbPath()}");
}
[PrimaryKey(nameof(Uid))]
[Index(nameof(Token), IsUnique = true)]
public class Player {
[DatabaseGenerated(DatabaseGeneratedOption.Identity)]
public uint Uid { get; set; }
public string Name { get; set; }
public uint Level { get; set; }
public uint Exp { get; set; } // TODO: Exp add setter to recalculate cap and set level
public uint AttackCount { get; set; }
public uint WinCount { get; set; }
public string Adv { get; set; } = string.Empty; // Aka. manifesto
public uint ShipBagMax { get; set; } = 150;
public uint EquipBagMax { get; set; } = 250;
public uint GmFlag { get; set; } = 1;
public uint Rank { get; set; } = 1;
public uint PvpAttackCount { get; set; }
public uint PvpWinCount { get; set; }
public uint CollectAttackCount { get; set; }
public uint GuideIndex { get; set; } = 1000000;
public uint BuyOilCount { get; set; }
public uint ChatRoomId { get; set; } = 1;
public uint MaxRank { get; set; }
public uint ShipCount { get { return (uint)Ships.Count; } }
public uint AccPayLv { get; set; }
public uint GuildWaitTime { get; set; }
public uint ChatMsgBanTime { get; set; }
public uint CommanderBagMax { get; set; } = 40;
public Displayinfo DisplayInfo { get; set; }
public uint Rmb { get; set; }
public Appreciationinfo Appreciation { get; set; }
public uint ThemeUploadNotAllowedTime { get; set; }
public uint RandomShipMode { get; set; }
public uint MarryShip { get; set; }
public uint ChildDisplay { get; set; }
public DateTime CreatedAt { get; set; }
public List<uint> Characters { get; set; } = [1];
public List<uint> StoryLists { get; set; } = [];
public List<uint> FlagLists { get; set; } = [];
public List<uint> MedalIds { get; set; } = [];
public List<uint> CartoonReadMarks { get; set; } = [];
public List<uint> CartoonCollectMarks { get; set; } = [];
public List<uint> RandomShipLists { get; set; } = [];
public List<uint> Soundstories { get; set; } = [];
public virtual List<Proto.p11.Cardinfo> CardLists { get; set; } = [];
public virtual List<Proto.p11.Cooldown> CdLists { get; set; } = [];
public virtual List<Idtimeinfo> IconFrameLists { get; set; } = [];
public virtual List<Idtimeinfo> ChatFrameLists { get; set; } = [];
public virtual List<RefundShopinfo> RefundShopInfoLists { get; set; } = [];
public virtual List<Proto.p11.ShipTakingData> TakingShipLists { get; set; } = [];
//
public string Token { get; set; }
public uint? CurrentChapter { get; set; }
public List<Groupinfo> Fleets { get; set; } = null!;
public List<Idtimeinfo> ShipSkins { get; set; } = null!;
public virtual ICollection<PlayerResource> Resources { get; set; } = [];
public virtual ICollection<ResourceField> ResourceFields { get; set; } = [];
public virtual ICollection<PlayerShip> Ships { get; set; } = [];
public virtual ICollection<ChapterInfo> ChapterInfoes { get; set; } = [];
public Player(string token, Displayinfo displayInfo, string name) {
DisplayInfo = displayInfo;
Token = token;
Name = name;
Level = 1;
CreatedAt = DateTime.Now;
Appreciation = new Appreciationinfo() { Gallerys = [], Musics = [], FavorGallerys = [], FavorMusics = [] };
}
public void DoResource(uint id, int num) {
var res = Resources.SingleOrDefault(x => x.Id == id);
if (res is null) {
res = new() { Id = id, PlayerUid = Uid };
DBManager.PlayerContext.Resources.Add(res);
}
if (num < 0)
res.Num = (uint)Math.Max(res.Num + num, 0);
else
res.Num = Math.Min(res.Num + (uint)num, uint.MaxValue);
}
public void AddShip(uint shipTemplateId) {
if (!Data.Data.ShipDataTemplate.TryGetValue((int)shipTemplateId, out var shipTemplate))
throw new InvalidDataException($"Ship template {shipTemplateId} not found!");
var ship = new PlayerShip() {
TemplateId = shipTemplateId,
Level = 1,
EquipInfoLists = [
new EquipskinInfo() { Id = shipTemplate.EquipId1 },
new EquipskinInfo() { Id = shipTemplate.EquipId2 },
new EquipskinInfo() { Id = shipTemplate.EquipId3 },
new EquipskinInfo(),
new EquipskinInfo(),
],
Energy = shipTemplate.Energy,
// I'm not sure if buff_list in template refer to this thing
SkillIdLists = shipTemplate.BuffList.Select(x => new Shipskill() { SkillId = x, SkillLv = 1 }).ToList(),
//Idk if this is really the default
Intimacy = 5000,
PlayerUid = Uid
};
DBManager.PlayerContext.Ships.Add(ship);
}
public void HarvestResourceField(ResourceFieldType type) {
foreach (var resourceField in ResourceFields) {
if (resourceField.Type == type) {
var amount = resourceField.Flush();
switch (type) {
case ResourceFieldType.Gold:
DoResource(1, (int)amount);
break;
case ResourceFieldType.Oil:
DoResource(2, (int)amount);
break;
}
resourceField.CalculateYield();
}
}
}
}
[PrimaryKey(nameof(Id), nameof(PlayerUid))]
public class PlayerResource {
[Key]
public uint Id { get; set; }
public uint Num { get; set; }
[Key]
public uint PlayerUid { get; set; }
public virtual Player Player { get; set; } = null!;
}
[PrimaryKey(nameof(Id))]
public class PlayerShip {
[Key]
public uint Id { get; set; }
public uint TemplateId { get; set; }
public uint Level { get; set; }
// TODO: Exp add setter to recalculate cap and set level
public uint Exp { get; set; }
public List<EquipskinInfo> EquipInfoLists { get; set; } = [];
public uint Energy { get; set; }
public Shipstate State { get; set; } = new Shipstate() { State = 1, StateInfo1 = 1 };
public bool IsLocked { get; set; }
public List<TransformInfo> TransformLists { get; set; } = [];
public List<Shipskill> SkillIdLists { get; set; } = [];
public uint Intimacy { get; set; }
public uint Proficiency { get; set; }
public List<StrengthInfo> StrengthLists { get; set; } = [];
public uint SkinId { get; set; }
public uint Propose { get; set; }
public string? Name { get; set; }
public uint CommanderId { get; set; }
public uint BluePrintFlag { get; set; }
public uint? CommonFlag { get; set; }
public uint ActivityNpc { get; set; }
public List<uint> MetaRepairLists { get; set; } = [];
public List<Shipcoreinfo> CoreLists { get; set; } = [];
public uint PlayerUid { get; set; }
public virtual Player Player { get; set; } = null!;
public DateTime CreatedAt { get; set; } = DateTime.Now;
public DateTime? LastChangeName { get; set; }
public Shipinfo ToProto() {
return new() {
Id = Id,
TemplateId = TemplateId,
Level = Level,
Exp = Exp,
EquipInfoLists = EquipInfoLists,
Energy = Energy,
State = State,
IsLocked = Convert.ToUInt32(IsLocked),
TransformLists = TransformLists,
SkillIdLists = SkillIdLists,
Intimacy = Intimacy,
Proficiency = Proficiency,
StrengthLists = StrengthLists,
CreateTime = (uint)new DateTimeOffset(CreatedAt).ToUnixTimeSeconds(),
SkinId = SkinId,
Propose = Propose,
Name = Name,
ChangeNameTimestamp = LastChangeName is null ? 0 : (uint)new DateTimeOffset((DateTime)LastChangeName).ToUnixTimeSeconds(),
Commanderid = CommanderId,
MaxLevel = Data.Data.ShipDataTemplate[(int)TemplateId].MaxLevel,
BluePrintFlag = BluePrintFlag,
CommonFlag = CommonFlag ?? default,
ActivityNpc = ActivityNpc,
MetaRepairLists = MetaRepairLists,
CoreLists = CoreLists
};
}
}
public enum ResourceFieldType {
Gold = 1,
Oil = 2
}
[PrimaryKey(nameof(Type), nameof(PlayerUid))]
public class ResourceField {
[Key]
public ResourceFieldType Type { get; set; }
public uint Level { get; set; } = 1;
public DateTime LastHarvestTime { get; set; } = DateTime.Now;
public DateTime UpgradeTime { get; set; } = DateTime.Now;
[Key]
public uint PlayerUid { get; set; }
public virtual Player Player { get; set; } = null!;
public void CalculateYield() {
// TODO: Take UpgradeTime into acccount of the reward
switch (Type) {
case ResourceFieldType.Gold:
if (Data.Data.GoldFieldTemplate.TryGetValue((int)Level, out var goldTemplate)) {
var res = Player.Resources.FirstOrDefault(x => x.Id == 7);
var num = (goldTemplate.HourTime * goldTemplate.Production) / 3600f * LastHarvestTime.GetSecondsPassed();
if (res is not null)
res.Num = Math.Min((uint)Math.Floor(num), goldTemplate.Store);
}
break;
case ResourceFieldType.Oil:
if (Data.Data.OilFieldTemplate.TryGetValue((int)Level, out var oilTemplate)) {
var res = Player.Resources.FirstOrDefault(x => x.Id == 5);
var num = (oilTemplate.HourTime * oilTemplate.Production) / 3600f * LastHarvestTime.GetSecondsPassed();
if (res is not null)
res.Num = Math.Min((uint)Math.Floor(num), oilTemplate.Store);
}
break;
}
}
public uint Flush() {
uint amount = 0;
// TODO: Take UpgradeTime into acccount of the reward
switch (Type) {
case ResourceFieldType.Gold:
if (Data.Data.GoldFieldTemplate.TryGetValue((int)Level, out var goldTemplate)) {
var goldField = Player.Resources.First(x => x.Id == 7);
amount = goldField.Num;
goldField.Num = 0;
}
break;
case ResourceFieldType.Oil:
if (Data.Data.OilFieldTemplate.TryGetValue((int)Level, out var oilTemplate)) {
var oilField = Player.Resources.First(x => x.Id == 5);
amount = oilField.Num;
oilField.Num = 0;
}
break;
}
LastHarvestTime = DateTime.Now;
return amount;
}
}
[PrimaryKey(nameof(Id), nameof(PlayerUid))]
public class ChapterInfo {
[Key]
public uint Id { get; set; }
public DateTime Time { get; set; }
public List<Chaptercellinfo> CellLists { get; set; } = [];
public List<Groupinchapter> GroupLists { get; set; } = [];
public List<Chaptercellinfo> AiLists { get; set; } = [];
public List<Chaptercellinfo> EscortLists { get; set; } = [];
public uint Round { get; set; }
public bool IsSubmarineAutoAttack { get; set; }
public List<uint> OperationBuffs { get; set; } = [];
public uint ModelActCount { get; set; }
public List<uint> BuffLists { get; set; } = [];
public uint LoopFlag { get; set; }
public List<uint> ExtraFlagLists { get; set; } = [];
public List<Cellflag> CellFlagLists { get; set; } = [];
public uint ChapterHp { get; set; }
public List<Strategyinfo> ChapterStrategyLists { get; set; } = [];
public uint KillCount { get; set; }
public uint InitShipCount { get; set; }
public uint ContinuousKillCount { get; set; }
public List<Strategyinfo> BattleStatistics { get; set; } = [];
public List<fleetDutykeyValuePair> FleetDuties { get; set; } = [];
public uint MoveStepCount { get; set; }
[Key]
public uint PlayerUid { get; set; }
public virtual Player Player { get; set; } = null!;
public Currentchapterinfo ToProto() {
return new Currentchapterinfo() {
Id = Id,
AiLists = AiLists,
BattleStatistics = BattleStatistics,
BuffLists = BuffLists,
CellFlagLists = CellFlagLists,
CellLists = CellLists,
ChapterHp = ChapterHp,
ChapterStrategyLists = ChapterStrategyLists,
ContinuousKillCount = ContinuousKillCount,
EscortLists = EscortLists,
ExtraFlagLists = ExtraFlagLists,
FleetDuties = FleetDuties,
GroupLists = GroupLists,
InitShipCount = InitShipCount,
IsSubmarineAutoAttack = Convert.ToUInt32(IsSubmarineAutoAttack),
KillCount = KillCount,
LoopFlag = LoopFlag,
ModelActCount = ModelActCount,
MoveStepCount = MoveStepCount,
OperationBuffs = OperationBuffs,
Round = Round,
Time = (uint)new DateTimeOffset(Time).ToUnixTimeSeconds()
};
}
public static ChapterInfo FromProto(Currentchapterinfo chapterInfo, uint uid) {
return new() {
Id = chapterInfo.Id,
AiLists = chapterInfo.AiLists,
BattleStatistics = chapterInfo.BattleStatistics,
BuffLists = chapterInfo.BuffLists,
CellFlagLists = chapterInfo.CellFlagLists,
CellLists = chapterInfo.CellLists,
ChapterHp = chapterInfo.ChapterHp,
ChapterStrategyLists = chapterInfo.ChapterStrategyLists,
ContinuousKillCount = chapterInfo.ContinuousKillCount,
EscortLists = chapterInfo.EscortLists,
ExtraFlagLists = chapterInfo.ExtraFlagLists,
FleetDuties = chapterInfo.FleetDuties,
GroupLists = chapterInfo.GroupLists,
InitShipCount = chapterInfo.InitShipCount,
IsSubmarineAutoAttack = Convert.ToBoolean(chapterInfo.IsSubmarineAutoAttack),
KillCount = chapterInfo.KillCount,
LoopFlag = chapterInfo.LoopFlag,
ModelActCount = chapterInfo.ModelActCount,
MoveStepCount = chapterInfo.MoveStepCount,
OperationBuffs = chapterInfo.OperationBuffs,
Round = chapterInfo.Round,
Time = DateTimeOffset.FromUnixTimeSeconds(chapterInfo.Time).DateTime,
PlayerUid = uid
};
}
}
}