sa/Stars Assistant/Services/FleetManager.cs

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using System;
using System.ComponentModel;
using System.Reactive.Linq;
using System.Text.RegularExpressions;
using DynamicData;
using DynamicData.Binding;
using Splat;
using StarsAssistant.Model;
using StarsAssistant.ViewModels;
namespace StarsAssistant.Services;
public class FleetManager
{
protected Services.Game Game = Locator.Current.GetService<Services.Game>()!;
/// <summary>
/// SourceCache for DynamicData views
/// </summary>
private SourceCache<Fleet, int> _fleets = new(f => f.Id);
public FleetManager() {}
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public class FleetSummary
{
public string Destination { get; set; } = string.Empty;
public int TotalIronium { get; set; }
public int TotalBoranium { get; set; }
public int TotalGermanium { get; set; }
public int TotalColonists { get; set; }
}
private IObservable<IChangeSet<FleetSummary, string>>? _fleetSummaries;
public void test()
{
/*
_fleetSummaries = _fleets.Connect()
.Group(fleet => fleet.TrueDestination)
.Transform(grouping => new FleetSummary
{
Destination = grouping.Key,
TotalIronium = grouping.Items.Sum(f => f.Ironium),
TotalBoranium = grouping.Items.Sum(f => f.Boranium),
TotalGermanium = grouping.Items.Sum(f => f.Germanium),
TotalColonists = grouping.Items.Sum(f => f.Colonists)
})
.Sort(SortExpressionComparer<FleetSummary>.Ascending(f => f.Planet))
.AsObservableChangeSet(summary => summary.Planet);
*/
}
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/// <summary>
/// Load the fleet records from the database and push them into our source cache.
/// If the data has been freshly imported, call PostProcessImportedData first.
/// </summary>
public void InitFromDatabase()
{
using var db = Locator.Current.GetService<StarsDatabase>()!;
var allFleets = db.Fleet.ToList();
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_fleets.Edit(innerCache =>
{
innerCache.Clear();
innerCache.AddOrUpdate(allFleets);
}
);
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}
/// <summary>
/// Helper to fill up missing data from the original import. Tries to deduce
/// missing properties using heuristics.
/// </summary>
public static void PostProcessImportedData()
{
using var db = Locator.Current.GetService<StarsDatabase>()!;
// Check for all cases where we're targeting another fleet instead of
// a planet. Update the DB accordingly.
var playerFleets = from flt in db.Fleet
where flt.OwnerFileId == Game.Player.PlayerFileId
select flt;
Regex shipPattern = new ($@"^{Regex.Escape(Game.Player.Name)} (?<ShipType>.+) #\d+$");
foreach (Fleet flt in playerFleets)
{
if (flt.Destination != "-- ")
{
var trueDest = db.Fleet
.FirstOrDefault(f => f.FleetName == $"{Game.Player.Name} {flt.Destination}"
&& f.Planet != String.Empty);
flt.TrueDestination = trueDest?.Planet ?? flt.Destination;
}
else
{
flt.TrueDestination = "-- ";
}
Match m = shipPattern.Match(flt.FleetName);
if (m.Success)
flt.ShipTypeGuess = m.Groups[1].Value;
db.Update(flt);
}
db.SaveChanges();
}
}