5dplomacy/MultiversalDiplomacy/Model/Season.cs

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namespace MultiversalDiplomacy.Model;
/// <summary>
/// Represents a state of the map produced by a set of move orders on a previous season.
/// </summary>
public class Season
{
/// <summary>
/// The first turn number.
/// </summary>
public const int FIRST_TURN = 0;
/// <summary>
/// The designation of the season immediately preceding this season.
/// If this season is an alternate timeline root, the past is from the origin timeline.
/// The initial season does not have a past.
/// </summary>
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public string? Past { get; }
/// <summary>
/// The current turn, beginning at 0. Each season (spring and fall) is one turn.
/// Phases that only occur after the fall phase occur when Turn % 2 == 1.
/// The current year is (Turn / 2) + 1901.
/// </summary>
public int Turn { get; }
/// <summary>
/// The timeline to which this season belongs.
/// </summary>
public string Timeline { get; }
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/// <summary>
/// The season's spatial location as a timeline-turn tuple.
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/// </summary>
public (string Timeline, int Turn) Coord => (this.Timeline, this.Turn);
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/// <summary>
/// The shared timeline number generator.
/// </summary>
private TimelineFactory Timelines { get; }
/// <summary>
/// Future seasons created directly from this season.
/// </summary>
public IEnumerable<Season> Futures => this.FutureList;
private List<Season> FutureList { get; }
private Season(Season? past, int turn, string timeline, TimelineFactory factory)
{
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this.Past = past?.ToString();
this.Turn = turn;
this.Timeline = timeline;
this.Timelines = factory;
this.FutureList = [];
past?.FutureList.Add(this);
}
public override string ToString()
{
return $"{this.Timeline}{this.Turn}";
}
/// <summary>
/// Create a root season at the beginning of time.
/// </summary>
public static Season MakeRoot()
{
TimelineFactory factory = new TimelineFactory();
return new Season(
past: null,
turn: FIRST_TURN,
timeline: factory.NextTimeline(),
factory: factory);
}
/// <summary>
/// Create a season immediately after this one in the same timeline.
/// </summary>
public Season MakeNext()
=> new(this, Turn + 1, Timeline, Timelines);
/// <summary>
/// Create a season immediately after this one in a new timeline.
/// </summary>
public Season MakeFork()
=> new(this, Turn + 1, Timelines.NextTimeline(), Timelines);
}