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| 1 | +using System.Collections.Generic; |
| 2 | + |
| 3 | +namespace Resgrid.Model.Reporting |
| 4 | +{ |
| 5 | + /// <summary> |
| 6 | + /// Hard-coded, NON per-department mapping of a resource's base status type to a canonical |
| 7 | + /// <see cref="AvailabilityClass"/>. This is the single place the system knows what a base status |
| 8 | + /// type *means* operationally (e.g. a "Responding" base type means the person/unit is not |
| 9 | + /// available for another call). |
| 10 | + /// |
| 11 | + /// Status resolution rules (applied by the reporting service, not by SQL): |
| 12 | + /// * Personnel current status lives on the latest <c>ActionLog.ActionTypeId</c>, which holds |
| 13 | + /// EITHER a built-in <see cref="ActionTypes"/> value OR a <c>CustomStateDetailId</c>. |
| 14 | + /// * Unit current status lives on the latest <c>UnitState.State</c>, which holds EITHER a |
| 15 | + /// built-in <see cref="UnitStateTypes"/> value OR a <c>CustomStateDetailId</c>. |
| 16 | + /// * A custom status maps to a canonical base via <c>CustomStateDetail.BaseType</c> |
| 17 | + /// (an <see cref="ActionBaseTypes"/> value), which then maps here via |
| 18 | + /// <see cref="ForPersonnelBaseType"/> / <see cref="ForCustomBaseType"/>. |
| 19 | + /// |
| 20 | + /// NOTE: built-in enum values (0..n) overlap numerically with low CustomStateDetailId values, so |
| 21 | + /// disambiguation is done by the service using the department's known set of custom state detail |
| 22 | + /// ids (see PlatformReportingService) — NOT by numeric range. The helpers here only translate an |
| 23 | + /// already-classified base/built-in value into an <see cref="AvailabilityClass"/>. |
| 24 | + /// </summary> |
| 25 | + public static class AvailabilityMatrix |
| 26 | + { |
| 27 | + /// <summary>Highest built-in <see cref="ActionTypes"/> value (personnel).</summary> |
| 28 | + public const int MaxBuiltInActionType = (int)ActionTypes.OnUnit; // 7 |
| 29 | + |
| 30 | + /// <summary>Highest built-in <see cref="UnitStateTypes"/> value (units).</summary> |
| 31 | + public const int MaxBuiltInUnitStateType = (int)UnitStateTypes.Enroute; // 12 |
| 32 | + |
| 33 | + // Canonical base type (ActionBaseTypes) -> availability. Used for custom statuses (personnel |
| 34 | + // and units both store CustomStateDetail.BaseType as an ActionBaseTypes value). |
| 35 | + private static readonly IReadOnlyDictionary<int, AvailabilityClass> ByActionBaseType = new Dictionary<int, AvailabilityClass> |
| 36 | + { |
| 37 | + { (int)ActionBaseTypes.None, AvailabilityClass.Unknown }, |
| 38 | + { (int)ActionBaseTypes.Available, AvailabilityClass.Available }, |
| 39 | + { (int)ActionBaseTypes.NotResponding, AvailabilityClass.Unavailable }, |
| 40 | + { (int)ActionBaseTypes.Responding, AvailabilityClass.Committed }, |
| 41 | + { (int)ActionBaseTypes.OnScene, AvailabilityClass.Committed }, |
| 42 | + { (int)ActionBaseTypes.MadeContact, AvailabilityClass.Committed }, |
| 43 | + { (int)ActionBaseTypes.Investigating, AvailabilityClass.Committed }, |
| 44 | + { (int)ActionBaseTypes.Dispatched, AvailabilityClass.Committed }, |
| 45 | + { (int)ActionBaseTypes.Cleared, AvailabilityClass.Available }, |
| 46 | + { (int)ActionBaseTypes.Returning, AvailabilityClass.Committed }, |
| 47 | + { (int)ActionBaseTypes.Staging, AvailabilityClass.Committed }, |
| 48 | + { (int)ActionBaseTypes.Unavailable, AvailabilityClass.Unavailable }, |
| 49 | + }; |
| 50 | + |
| 51 | + // Built-in personnel status (ActionTypes) -> availability. |
| 52 | + private static readonly IReadOnlyDictionary<int, AvailabilityClass> ByActionType = new Dictionary<int, AvailabilityClass> |
| 53 | + { |
| 54 | + { (int)ActionTypes.StandingBy, AvailabilityClass.Available }, // "Available" |
| 55 | + { (int)ActionTypes.NotResponding, AvailabilityClass.Unavailable }, |
| 56 | + { (int)ActionTypes.Responding, AvailabilityClass.Committed }, |
| 57 | + { (int)ActionTypes.OnScene, AvailabilityClass.Committed }, |
| 58 | + { (int)ActionTypes.AvailableStation, AvailabilityClass.Available }, |
| 59 | + { (int)ActionTypes.RespondingToStation, AvailabilityClass.Committed }, |
| 60 | + { (int)ActionTypes.RespondingToScene, AvailabilityClass.Committed }, |
| 61 | + { (int)ActionTypes.OnUnit, AvailabilityClass.Available }, // staffing a unit; unit state is authoritative in richer views |
| 62 | + }; |
| 63 | + |
| 64 | + // Built-in unit status (UnitStateTypes) -> availability. |
| 65 | + private static readonly IReadOnlyDictionary<int, AvailabilityClass> ByUnitStateType = new Dictionary<int, AvailabilityClass> |
| 66 | + { |
| 67 | + { (int)UnitStateTypes.Available, AvailabilityClass.Available }, |
| 68 | + { (int)UnitStateTypes.Delayed, AvailabilityClass.Delayed }, |
| 69 | + { (int)UnitStateTypes.Unavailable, AvailabilityClass.Unavailable }, |
| 70 | + { (int)UnitStateTypes.Committed, AvailabilityClass.Committed }, |
| 71 | + { (int)UnitStateTypes.OutOfService, AvailabilityClass.Unavailable }, |
| 72 | + { (int)UnitStateTypes.Responding, AvailabilityClass.Committed }, |
| 73 | + { (int)UnitStateTypes.OnScene, AvailabilityClass.Committed }, |
| 74 | + { (int)UnitStateTypes.Staging, AvailabilityClass.Committed }, |
| 75 | + { (int)UnitStateTypes.Returning, AvailabilityClass.Committed }, |
| 76 | + { (int)UnitStateTypes.Cancelled, AvailabilityClass.Available }, |
| 77 | + { (int)UnitStateTypes.Released, AvailabilityClass.Available }, |
| 78 | + { (int)UnitStateTypes.Manual, AvailabilityClass.Unknown }, |
| 79 | + { (int)UnitStateTypes.Enroute, AvailabilityClass.Committed }, |
| 80 | + }; |
| 81 | + |
| 82 | + /// <summary>Maps a canonical personnel base type (<see cref="ActionBaseTypes"/>) to availability.</summary> |
| 83 | + public static AvailabilityClass ForPersonnelBaseType(int actionBaseType) => |
| 84 | + ByActionBaseType.TryGetValue(actionBaseType, out var c) ? c : AvailabilityClass.Unknown; |
| 85 | + |
| 86 | + /// <summary> |
| 87 | + /// Maps a custom status' <c>CustomStateDetail.BaseType</c> (an <see cref="ActionBaseTypes"/> value) |
| 88 | + /// to availability. Applies to both personnel and unit custom statuses. |
| 89 | + /// </summary> |
| 90 | + public static AvailabilityClass ForCustomBaseType(int actionBaseType) => |
| 91 | + ForPersonnelBaseType(actionBaseType); |
| 92 | + |
| 93 | + /// <summary>Maps a built-in personnel status (<see cref="ActionTypes"/>) to availability.</summary> |
| 94 | + public static AvailabilityClass ForBuiltInPersonnelActionType(int actionType) => |
| 95 | + ByActionType.TryGetValue(actionType, out var c) ? c : AvailabilityClass.Unknown; |
| 96 | + |
| 97 | + /// <summary>Maps a built-in unit status (<see cref="UnitStateTypes"/>) to availability.</summary> |
| 98 | + public static AvailabilityClass ForUnitStateType(int unitStateType) => |
| 99 | + ByUnitStateType.TryGetValue(unitStateType, out var c) ? c : AvailabilityClass.Unknown; |
| 100 | + } |
| 101 | +} |
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