using System.Text.Json;
using Microsoft.EntityFrameworkCore;
using SVSim.Bootstrap.Models.Seed;
using SVSim.Database;
using SVSim.Database.Enums;
using SVSim.Database.Models;
namespace SVSim.Bootstrap.Importers;
///
/// Idempotent upsert of the basic-puzzle catalog from seeds/puzzle-groups.json,
/// seeds/puzzles.json, and seeds/puzzle-missions.json. Groups must be imported
/// before puzzles (FK on -> ).
/// Rows missing from the seed are LEFT INTACT (consistent with other per-importer seeds).
///
public class PuzzleImporter
{
public async Task ImportGroupsAsync(SVSimDbContext context, string seedDir)
{
string path = Path.Combine(seedDir, "puzzle-groups.json");
var seed = SeedLoader.LoadList(path);
if (seed.Count == 0)
{
Console.WriteLine("[PuzzleImporter] No group seed rows; skipping.");
return 0;
}
var existing = await context.PuzzleGroups.ToDictionaryAsync(e => e.Id);
int created = 0, updated = 0;
foreach (var s in seed)
{
if (s.Id == 0) continue;
var entry = existing.TryGetValue(s.Id, out var ex)
? ex : new PuzzleGroupEntry { Id = s.Id };
entry.BasicTitleTextId = s.BasicTitleTextId;
entry.PuzzleCharaId = s.PuzzleCharaId;
entry.CharaId = s.CharaId;
entry.SortType = s.SortType;
entry.DifficultyNameListJson = s.DifficultyNameList.ValueKind == JsonValueKind.Undefined
? "{}"
: JsonSerializer.Serialize(s.DifficultyNameList);
if (ex is null)
{
context.PuzzleGroups.Add(entry);
existing[s.Id] = entry;
created++;
}
else updated++;
}
await context.SaveChangesAsync();
Console.WriteLine($"[PuzzleImporter] Groups +{created}/~{updated}");
return created + updated;
}
public async Task ImportPuzzlesAsync(SVSimDbContext context, string seedDir)
{
string path = Path.Combine(seedDir, "puzzles.json");
var seed = SeedLoader.LoadList(path);
if (seed.Count == 0)
{
Console.WriteLine("[PuzzleImporter] No puzzle seed rows; skipping.");
return 0;
}
var existing = await context.Puzzles.ToDictionaryAsync(e => e.Id);
int created = 0, updated = 0;
foreach (var s in seed)
{
if (s.Id == 0) continue;
var entry = existing.TryGetValue(s.Id, out var ex)
? ex : new PuzzleEntry { Id = s.Id };
entry.GroupId = s.GroupId;
entry.PuzzleDifficulty = s.PuzzleDifficulty;
entry.IsAdditional = s.IsAdditional;
entry.IsPlayable = s.IsPlayable;
entry.ReleaseConditionTextId = s.ReleaseConditionTextId;
if (ex is null)
{
context.Puzzles.Add(entry);
existing[s.Id] = entry;
created++;
}
else updated++;
}
await context.SaveChangesAsync();
Console.WriteLine($"[PuzzleImporter] Puzzles +{created}/~{updated}");
return created + updated;
}
public async Task ImportMissionsAsync(SVSimDbContext context, string seedDir)
{
string path = Path.Combine(seedDir, "puzzle-missions.json");
var seed = SeedLoader.LoadList(path);
if (seed.Count == 0)
{
Console.WriteLine("[PuzzleImporter] No mission seed rows; skipping.");
return 0;
}
var existing = await context.PuzzleMissions.ToDictionaryAsync(e => e.Id);
int created = 0, updated = 0;
foreach (var s in seed)
{
if (s.Id == 0) continue;
var entry = existing.TryGetValue(s.Id, out var ex)
? ex : new PuzzleMissionEntry { Id = s.Id };
entry.MissionName = s.MissionName;
entry.AchievedMessage = s.AchievedMessage;
entry.RequireNumber = s.RequireNumber;
entry.CampaignCommenceTime = s.CampaignCommenceTime;
entry.OrderId = s.OrderId;
entry.RewardType = (UserGoodsType)s.RewardType;
entry.RewardDetailId = s.RewardDetailId;
entry.RewardNumber = s.RewardNumber;
entry.TargetPuzzleGroupId = s.TargetPuzzleGroupId;
if (ex is null)
{
context.PuzzleMissions.Add(entry);
existing[s.Id] = entry;
created++;
}
else updated++;
}
await context.SaveChangesAsync();
Console.WriteLine($"[PuzzleImporter] Missions +{created}/~{updated}");
return created + updated;
}
}