Refactor skill allocation to upgrade; implement skill requirements and resource checks; remove experience from Pet model; update README for skill tree progress
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@@ -1,84 +1,24 @@
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using PetCompanion.Models;
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using PetCompanion.Data;
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using Microsoft.EntityFrameworkCore;
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using PetCompanion.Repositories;
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namespace PetCompanion.Services
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{
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public class SkillService
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{
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private readonly ApplicationDbContext _context;
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private readonly PetRepository _petRepository;
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private readonly PetSkillRepository _petSkillRepository;
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public SkillService(
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ApplicationDbContext context,
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PetRepository petRepository,
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PetSkillRepository petSkillRepository)
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{
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_context = context;
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_petRepository = petRepository;
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_petSkillRepository = petSkillRepository;
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}
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public PetSkill AllocateSkillPoint(string petId, string userId, int skillId)
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{
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var pet = _context.Pets
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.Include(p => p.Skills)
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.FirstOrDefault(p => p.Id == petId && p.UserId == userId);
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if (pet == null)
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throw new Exception("Pet not found");
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if (pet.SkillPoints <= 0)
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throw new Exception("No skill points available");
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var skill = _context.Skills
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.Include(s => s.Effects)
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.FirstOrDefault(s => s.Id == skillId);
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if (skill == null)
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throw new Exception("Skill not found");
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var existingSkill = pet.Skills.FirstOrDefault(ps => ps.SkillId == skillId);
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if (existingSkill != null)
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{
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if (existingSkill.CurrentTier == SkillTier.III)
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throw new Exception("Skill already at maximum tier");
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existingSkill.CurrentTier++;
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var effect = skill.Effects.FirstOrDefault(e => e.Tier == existingSkill.CurrentTier);
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if (effect != null)
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effect.PetSkillUpgrade(ref pet);
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_petSkillRepository.SavePetSkill(existingSkill);
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}
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else
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{
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var newSkill = new PetSkill
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{
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PetId = petId,
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SkillId = skillId,
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CurrentTier = SkillTier.I
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};
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_petSkillRepository.SavePetSkill(newSkill);
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var effect = skill.Effects.FirstOrDefault(e => e.Tier == SkillTier.I);
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if (effect != null)
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effect.PetSkillUpgrade(ref pet);
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}
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pet.SkillPoints--;
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_context.SaveChanges();
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return _petSkillRepository.GetPetSkills(petId).First(ps => ps.SkillId == skillId);
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}
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public IEnumerable<Skill> GetAvailableSkills()
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{
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return _context.Skills
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.Include(s => s.Effects)
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.ToList();
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return _petSkillRepository.GetAvailableSkills();
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}
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}
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}
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