using System.Collections.Generic;
using System.Linq;
using FluentValidation;
using MfGames.Gallium;
using MfGames.Nitride.Generators;
namespace MfGames.Nitride.Temporal.Schedules;
public enum SchedulePeriod
{
///
/// Indicates that all the matching schedule periods are instant (zero time).
///
Instant,
///
/// Indicates that the entities will be scheduled a day apart.
///
Day,
///
/// Indicates that the entities will be scheduled seven days apart.
///
Week,
}
///
/// Applies schedules against the list of entities.
///
[WithProperties]
public partial class ApplySchedules : OperationBase
{
private readonly IValidator validator;
public ApplySchedules(
IValidator validator,
Timekeeper timekeeper)
{
this.Timekeeper = timekeeper;
this.validator = validator;
this.Schedules = new List();
}
///
/// Gets or sets the ordered list of schedules to apply to the entities.
///
public IList Schedules { get; set; }
///
/// Gets or sets the timekeeper associated with this operation.
///
public Timekeeper Timekeeper { get; set; }
///
public override IEnumerable Run(IEnumerable input)
{
this.validator.ValidateAndThrow(this);
return input.Select(this.Apply);
}
public ApplySchedules WithSchedules(IEnumerable items)
where TItem : ISchedule
{
this.Schedules = items.OfType().ToList();
return this;
}
private Entity Apply(Entity entity)
{
foreach (ISchedule schedule in this.Schedules)
{
if (!schedule.CanApply(entity))
{
continue;
}
entity = schedule.Apply(entity, this.Timekeeper);
}
return entity;
}
}