2024-08-28 21:27:35 +00:00
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using MultiversalDiplomacy.Adjudicate;
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2024-08-16 22:52:13 +00:00
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using MultiversalDiplomacy.Model;
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namespace MultiversalDiplomacy.Script;
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/// <summary>
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/// A script handler for modifying a game before it begins.
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/// </summary>
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2024-08-28 21:27:35 +00:00
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public class SetupScriptHandler(
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Action<string> WriteLine,
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World world,
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IPhaseAdjudicator adjudicator)
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: IScriptHandler
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{
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public string Prompt => "setup> ";
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public World World { get; private set; } = world;
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2024-09-03 03:20:59 +00:00
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public ScriptResult HandleInput(string input)
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{
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var args = input.Split(' ', StringSplitOptions.RemoveEmptyEntries);
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if (args.Length == 0 || input.StartsWith('#'))
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{
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return ScriptResult.Succeed(this);
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}
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var command = args[0];
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switch (command)
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{
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case "help":
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case "?":
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2024-08-28 21:10:41 +00:00
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WriteLine("commands:");
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WriteLine(" begin: complete setup and start the game (alias: ---)");
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WriteLine(" list <type>: list things in a game category");
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WriteLine(" option <name> <value>: set a game option");
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WriteLine(" unit <power> <type> <province> [location]: add a unit to the game");
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WriteLine(" <province> may be \"province/location\"");
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break;
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case "begin":
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case "---":
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WriteLine("Starting game");
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WriteLine("Ready for orders");
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return ScriptResult.Succeed(new GameScriptHandler(WriteLine, World, adjudicator));
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case "list" when args.Length == 1:
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WriteLine("usage:");
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WriteLine(" list powers: the powers in the game");
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WriteLine(" list units: units created so far");
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break;
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case "list" when args[1] == "powers":
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WriteLine("Powers:");
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foreach (string powerName in World.Powers)
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{
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WriteLine($" {powerName}");
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}
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break;
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case "list" when args[1] == "units":
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WriteLine("Units:");
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foreach (Unit unit in World.Units)
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{
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WriteLine($" {unit}");
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}
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break;
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case "option" when args.Length < 3:
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throw new NotImplementedException("There are no supported options yet");
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case "unit" when args.Length < 2:
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WriteLine("usage: unit [power] [type] [province]</location>");
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break;
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case "unit":
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string unitSpec = input["unit ".Length..];
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if (OrderParser.TryParseUnit(World, unitSpec, out Unit? newUnit)) {
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World = World.Update(units: World.Units.Append(newUnit));
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WriteLine($"Created {newUnit}");
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return ScriptResult.Succeed(this);
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}
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return ScriptResult.Fail($"Could not match unit spec \"{unitSpec}\"", this);
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default:
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ScriptResult.Fail($"Unrecognized command: \"{command}\"", this);
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break;
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}
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return ScriptResult.Succeed(this);
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}
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}
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