113 lines
3.0 KiB
C#
113 lines
3.0 KiB
C#
using System;
|
|
using System.Globalization;
|
|
using game;
|
|
using JetBrains.Annotations;
|
|
using UniRx;
|
|
|
|
public class DailyReward : ITimeReward
|
|
{
|
|
public bool IsAvailable => _enterTime != null; //TODO: to reactive
|
|
public int DayIndex { get; private set; } = 0;
|
|
public int DaysCount => _rewards.days.Count;
|
|
|
|
private DateTime _lastEntryTime = default;
|
|
private DateTime _nextRewardTime = default;
|
|
private readonly ConfDailyReward _rewards;
|
|
private DateTime? _enterTime = null;
|
|
|
|
public DailyReward(ConfDailyReward conf)
|
|
{
|
|
_rewards = conf;
|
|
NetTime.Instance.IsAvailableAsObservable()
|
|
.Subscribe(x =>
|
|
{
|
|
_enterTime = x ? (DateTime?)NetTime.Instance.Time : null;
|
|
});
|
|
}
|
|
|
|
private bool HasRewardNotReceived()
|
|
{
|
|
return _enterTime >= _nextRewardTime || DayIndex <= 0;
|
|
}
|
|
|
|
public ConfRewardItem GetItemForTheDay(int day)
|
|
{
|
|
ConfDailyRewardDay dailyReward = _rewards.days[day];
|
|
ConfDailyRewardItemsCollection itemsCollection = dailyReward.items;
|
|
for (var i = 0; i < itemsCollection.uniqueItems.Count; i++)
|
|
{
|
|
var rewardItem = itemsCollection.uniqueItems[i];
|
|
if (global::Save.Inventory.IsPurchasedItem(rewardItem.item.protoId) == false)
|
|
return rewardItem;
|
|
}
|
|
|
|
return itemsCollection.reserveItem;
|
|
}
|
|
|
|
public bool TryGetReward([CanBeNull] out ConfRewardItem reward)
|
|
{
|
|
reward = null;
|
|
|
|
if (RewardIsWasted())
|
|
{
|
|
ResetReward();
|
|
return false;
|
|
}
|
|
|
|
if (HasRewardNotReceived())
|
|
reward = GetItemForTheDay(DayIndex);
|
|
else
|
|
return false;
|
|
|
|
return reward != null;
|
|
}
|
|
|
|
private void ResetReward()
|
|
{
|
|
DayIndex = 0;
|
|
ResetTime();
|
|
}
|
|
|
|
private void ResetTime()
|
|
{
|
|
_lastEntryTime = NetTime.Instance.Time;
|
|
_nextRewardTime = _lastEntryTime.AddHours(24);
|
|
}
|
|
|
|
public void Load(DataGame data)
|
|
{
|
|
DayIndex = (int)data.timeRewards.daily.dayIndex;
|
|
|
|
if (string.IsNullOrEmpty(data.timeRewards.daily.lastEntryTime))
|
|
{
|
|
ResetTime();
|
|
}
|
|
else
|
|
{
|
|
_lastEntryTime = DateTime.Parse(data.timeRewards.daily.lastEntryTime);
|
|
_nextRewardTime = DateTime.Parse(data.timeRewards.daily.nextRewardTime);
|
|
}
|
|
}
|
|
|
|
private bool RewardIsWasted()
|
|
{
|
|
if (IsAvailable == false)
|
|
return false;
|
|
|
|
DateTime currentTime = (DateTime)_enterTime;
|
|
DateTime nextRewardTime = _nextRewardTime;
|
|
|
|
double current = currentTime.ToStamp();
|
|
double next = nextRewardTime.ToStamp();
|
|
|
|
return current - next > 60 * 60 * 24;
|
|
}
|
|
|
|
public void Save(DataGame data)
|
|
{
|
|
data.timeRewards.daily.dayIndex = (uint) DayIndex;
|
|
data.timeRewards.daily.lastEntryTime = _lastEntryTime.ToString(CultureInfo.InvariantCulture);
|
|
data.timeRewards.daily.nextRewardTime = _nextRewardTime.ToString(CultureInfo.InvariantCulture);
|
|
}
|
|
}
|