2022-03-27 21:36:49 +00:00
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using MultiversalDiplomacy.Model;
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using MultiversalDiplomacy.Orders;
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namespace MultiversalDiplomacy.Adjudicate.Decision;
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public class MovementDecisions
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{
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public Dictionary<Unit, IsDislodged> IsDislodged { get; }
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public Dictionary<MoveOrder, HasPath> HasPath { get; }
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public Dictionary<SupportOrder, GivesSupport> GivesSupport { get; }
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public Dictionary<(Province, Season), HoldStrength> HoldStrength { get; }
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public Dictionary<MoveOrder, AttackStrength> AttackStrength { get; }
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public Dictionary<MoveOrder, DefendStrength> DefendStrength { get; }
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public Dictionary<MoveOrder, PreventStrength> PreventStrength { get; }
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public Dictionary<MoveOrder, DoesMove> DoesMove { get; }
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2022-11-06 22:39:01 +00:00
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public Dictionary<Season, AdvanceTimeline> AdvanceTimeline { get; }
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public IEnumerable<AdjudicationDecision> Values =>
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IsDislodged.Values.Cast<AdjudicationDecision>()
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.Concat(HasPath.Values)
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.Concat(GivesSupport.Values)
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.Concat(HoldStrength.Values)
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.Concat(AttackStrength.Values)
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.Concat(DefendStrength.Values)
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.Concat(PreventStrength.Values)
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.Concat(DoesMove.Values)
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.Concat(AdvanceTimeline.Values);
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public MovementDecisions(World world, List<Order> orders)
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{
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IsDislodged = new();
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HasPath = new();
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GivesSupport = new();
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HoldStrength = new();
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AttackStrength = new();
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DefendStrength = new();
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PreventStrength = new();
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DoesMove = new();
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AdvanceTimeline = new();
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// The orders argument only contains the submitted orders. The adjudicator will need to adjudicate not only
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// presently submitted orders, but also previously submitted orders if present orders affect the past. This
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// necessitates doing some lookups to find all affected seasons.
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// At a minimum, the submitted orders imply a dislodge decision for each unit, which affects every season those
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// orders were given to.
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var submittedOrdersBySeason = orders.Cast<UnitOrder>().ToLookup(order => order.Unit.Season);
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foreach (var group in submittedOrdersBySeason)
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{
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AdvanceTimeline[group.Key] = new(group.Key, group);
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}
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// Create timeline decisions for each season potentially affected by the submitted orders.
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// Since adjudication is deterministic and pure, if none of the affecting orders succeed,
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// the adjudication decisions for the extra seasons will resolve the same way and the
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// advance decision for the timeline will resolve false.
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foreach (Order order in orders)
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{
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switch (order)
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{
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case MoveOrder move:
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AdvanceTimeline.Ensure(
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move.Season,
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() => new(move.Season, world.OrderHistory[move.Season].Orders));
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AdvanceTimeline[move.Season].Orders.Add(move);
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break;
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case SupportHoldOrder supportHold:
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AdvanceTimeline.Ensure(
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supportHold.Target.Season,
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() => new(supportHold.Target.Season, world.OrderHistory[supportHold.Target.Season].Orders));
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AdvanceTimeline[supportHold.Target.Season].Orders.Add(supportHold);
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break;
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case SupportMoveOrder supportMove:
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AdvanceTimeline.Ensure(
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supportMove.Target.Season,
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() => new(supportMove.Target.Season, world.OrderHistory[supportMove.Target.Season].Orders));
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AdvanceTimeline[supportMove.Target.Season].Orders.Add(supportMove);
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AdvanceTimeline.Ensure(
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supportMove.Season,
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() => new(supportMove.Season, world.OrderHistory[supportMove.Season].Orders));
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AdvanceTimeline[supportMove.Season].Orders.Add(supportMove);
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break;
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}
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}
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// Get the orders in the affected timelines.
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List<UnitOrder> relevantOrders = AdvanceTimeline.Values.SelectMany(at => at.Orders).ToList();
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// Create a hold strength decision with an associated order for every province with a unit.
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foreach (UnitOrder order in relevantOrders)
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{
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HoldStrength[order.Unit.Point] = new(order.Unit.Point, order);
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}
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// Create all other relevant decisions for each order in the affected timelines.
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foreach (UnitOrder order in relevantOrders)
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{
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// Create a dislodge decision for this unit.
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List<MoveOrder> incoming = relevantOrders
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.OfType<MoveOrder>()
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.Where(order.IsIncoming)
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.ToList();
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IsDislodged[order.Unit] = new(order, incoming);
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if (order is MoveOrder move)
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{
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// Find supports corresponding to this move.
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List<SupportMoveOrder> supports = relevantOrders
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.OfType<SupportMoveOrder>()
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.Where(support => support.IsSupportFor(move))
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.ToList();
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// Determine if this move is a head-to-head battle.
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MoveOrder? opposingMove = relevantOrders
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.OfType<MoveOrder>()
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.FirstOrDefault(other => other!.IsOpposing(move), null);
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// Find competing moves.
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List<MoveOrder> competing = relevantOrders
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.OfType<MoveOrder>()
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.Where(move.IsCompeting)
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.ToList();
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// Create the move-related decisions.
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HasPath[move] = new(move);
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AttackStrength[move] = new(move, supports, opposingMove);
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DefendStrength[move] = new(move, supports);
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PreventStrength[move] = new(move, supports, opposingMove);
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DoesMove[move] = new(move, opposingMove, competing);
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// Ensure a hold strength decision exists for the destination.
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HoldStrength.Ensure(move.Point, () => new(move.Point));
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}
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else if (order is SupportOrder support)
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{
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// Create the support decision.
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GivesSupport[support] = new(support, incoming);
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// Ensure a hold strength decision exists for the target's province.
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HoldStrength.Ensure(support.Target.Point, () => new(support.Target.Point));
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if (support is SupportHoldOrder supportHold)
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{
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HoldStrength[support.Target.Point].Supports.Add(supportHold);
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}
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else if (support is SupportMoveOrder supportMove)
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{
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// Ensure a hold strength decision exists for the target's destination.
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HoldStrength.Ensure(supportMove.Point, () => new(supportMove.Point));
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}
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}
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}
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}
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}
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