using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using FluentValidation;
using MfGames.Gallium;
using MfGames.Nitride.Generators;
namespace MfGames.Nitride.Temporal.Schedules;
///
/// Applies schedules against the list of entities.
///
[WithProperties]
public partial class ApplySchedules : OperationBase
{
private readonly IValidator validator;
public ApplySchedules(
IValidator validator,
TimeService timeService)
{
this.TimeService = timeService;
this.validator = validator;
}
///
/// Gets or sets the callback to get the schedules for the entity. This is
/// used to allow for per-entity schedules or generic schedules across
/// the entire system. If this returns null, then no schedule will be
/// applied.
///
public Func?>? GetSchedules { get; set; }
///
/// Gets or sets the time service associated with this operation.
///
public TimeService TimeService { get; set; }
///
public override IEnumerable Run(
IEnumerable input,
CancellationToken cancellationToken = default)
{
this.validator.ValidateAndThrow(this);
return input.Select(this.Apply);
}
public ApplySchedules WithGetSchedules(
Func?> value)
where TType : ISchedule
{
this.GetSchedules = entity => value?
.Invoke(entity)
?.Cast()
.ToList();
return this;
}
private Entity Apply(Entity entity)
{
// Get the schedule for this entity.
IList? schedules = this.GetSchedules?.Invoke(entity);
if (schedules == null || schedules.Count == 0)
{
return entity;
}
// Otherwise, apply the schedules to this entity.
foreach (ISchedule schedule in schedules)
{
if (!schedule.CanApply(entity))
{
continue;
}
entity = schedule.Apply(entity, this.TimeService);
}
return entity;
}
}