session-companion/SessionCompanion/SessionCompanion.Services/Services/CharacterWeaponService.cs

95 lines
4.0 KiB
C#

using AutoMapper;
using SessionCompanion.Database.Repositories.Base;
using SessionCompanion.Database.Tables;
using SessionCompanion.Services.Base;
using SessionCompanion.Services.Interfaces;
using SessionCompanion.ViewModels.CharacterWeaponViewModels;
namespace SessionCompanion.Services.Services
{
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Microsoft.EntityFrameworkCore;
using SessionCompanion.Extensions.EitherType;
using SessionCompanion.ViewModels.ApiResponses;
public class CharacterWeaponService : ServiceBase<CharacterWeaponViewModel, CharacterWeapon>, ICharacterWeaponService
{
public CharacterWeaponService(IMapper mapper, IRepository<CharacterWeapon> repository) : base(mapper, repository)
{ }
/// <summary>
/// Metoda pobiera listę broni konkretnej postaci
/// </summary>
/// <param name="characterId"> Id postaci </param>
/// <returns> Lista broni posiadanych przez postać </returns>
public async Task<List<CharacterWeaponWithWeaponDetailsViewModel>> GetCharacterWeaponsList(int characterId)
{
var characterWeapons = await Repository.Get().Where(w => w.CharacterId.Equals(characterId)).Include(w => w.Weapon).ToListAsync();
var result = Mapper.Map<List<CharacterWeaponWithWeaponDetailsViewModel>>(characterWeapons);
return result;
}
public async Task<Either<SuccessResponse,ErrorResponse>> ChangeCharacterWeapon(CharacterWeaponViewModel model)
{
// Dodaj optional rozbro postac
var allWeapons = await Repository.Get(c => c.CharacterId.Equals(model.CharacterId)).AsNoTracking().ToListAsync();
var weaponsInUse = allWeapons.Where(w => w.InUse.Equals(true)).ToList();
var weapon = Mapper.Map<CharacterWeapon>(model);
weapon.Id = allWeapons.Where(w => w.WeaponId.Equals(model.WeaponId)).Select(x => x.Id).FirstOrDefault();
if (weaponsInUse.Count() == 0)
{
// no weapon in use
// just use new one
await Repository.Update(weapon);
await Repository.Save();
return new SuccessResponse("Weapon changed") { StatusCode = 200 };
}
var weaponInBothHands = weaponsInUse.Where(w => w.HoldInLeftHand.Equals(true) && w.HoldInRightHand.Equals(true));
if ((model.HoldInLeftHand && model.HoldInRightHand) || (weaponInBothHands.Count() > 0))
{
// our model weapon uses both hands
// or there is weapon already in both hands
foreach (var w in weaponsInUse)
{
w.InUse = false;
w.HoldInLeftHand = false;
w.HoldInRightHand = false;
await Repository.Update(w);
}
await Repository.Update(weapon);
await Repository.Save();
return new SuccessResponse("Weapon changed") { StatusCode = 200 };
}
var weaponsToChange = weaponsInUse.Where(w => w.HoldInLeftHand.Equals(model.HoldInLeftHand) && w.HoldInRightHand.Equals(model.HoldInRightHand));
if (weaponsToChange.Count() == 1)
{
// there is weapon in the same hand set as our
// we update it
var weaponToChange = weaponsToChange.Single();
weaponToChange.InUse = false;
weaponToChange.HoldInLeftHand = false;
weaponToChange.HoldInRightHand = false;
await Repository.Update(weaponToChange);
await Repository.Update(weapon);
await Repository.Save();
return new SuccessResponse("Weapon changed") { StatusCode = 200 };
}
// weapon is armed in empty hand
await Repository.Update(weapon);
await Repository.Save();
return new SuccessResponse("Weapon changed") { StatusCode = 200 };
}
}
}