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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2024-08-16 05:00:25 +00:00
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using static MultiversalDiplomacy.Model.Location;
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2022-03-27 21:36:49 +00:00
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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<(string, string), 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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public Dictionary<string, 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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2022-03-30 03:40:19 +00:00
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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.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.Key,
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() => new(move.Season, world.OrderHistory[move.Season.Key].Orders));
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AdvanceTimeline[move.Season.Key].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.Key,
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() => new(supportHold.Target.Season, world.OrderHistory[supportHold.Target.Season.Key].Orders));
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AdvanceTimeline[supportHold.Target.Season.Key].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.Key,
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() => new(supportMove.Target.Season, world.OrderHistory[supportMove.Target.Season.Key].Orders));
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AdvanceTimeline[supportMove.Target.Season.Key].Orders.Add(supportMove);
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AdvanceTimeline.Ensure(
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supportMove.Season.Key,
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() => new(supportMove.Season, world.OrderHistory[supportMove.Season.Key].Orders));
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AdvanceTimeline[supportMove.Season.Key].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
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.SelectMany(at => at.Orders)
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.Distinct()
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.ToList();
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(string province, string season) UnitPoint(Unit unit)
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=> (world.Map.GetLocation(unit.Location).Province.Name, unit.Season.Key);
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(string province, string season) MovePoint(MoveOrder move)
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=> (SplitKey(move.Location).province, move.Season.Key);
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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[UnitPoint(order.Unit)] = new(
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world.Map.GetLocation(order.Unit.Location).Province,
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order.Unit.Season,
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order);
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}
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bool IsIncoming(UnitOrder me, MoveOrder other)
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=> me != other
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&& other.Season == me.Unit.Season
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&& SplitKey(other.Location).province == world.Map.GetLocation(me.Unit).Province.Name;
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bool IsSupportFor(SupportMoveOrder me, MoveOrder move)
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=> me.Target == move.Unit
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&& me.Season == move.Season
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&& me.Location.Key == move.Location;
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bool AreOpposing(MoveOrder one, MoveOrder two)
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=> one.Season == two.Unit.Season
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&& two.Season == one.Unit.Season
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&& SplitKey(one.Location).province == world.Map.GetLocation(two.Unit).Province.Name
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&& SplitKey(two.Location).province == world.Map.GetLocation(one.Unit).Province.Name;
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bool AreCompeting(MoveOrder one, MoveOrder two)
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=> one != two
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&& one.Season == two.Season
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&& SplitKey(one.Location).province == SplitKey(two.Location).province;
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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(other => IsIncoming(order, other))
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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 => IsSupportFor(support, 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 => AreOpposing(move, other!), 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(other => AreCompeting(move, other))
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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(MovePoint(move), () => new(world.Map.GetLocation(move.Location).Province, move.Season));
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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(UnitPoint(support.Target), () => new(
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world.Map.GetLocation(support.Target.Location).Province,
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support.Target.Season));
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if (support is SupportHoldOrder supportHold)
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{
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HoldStrength[UnitPoint(support.Target)].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(
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(supportMove.Province.Name, supportMove.Season.Key),
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() => new(supportMove.Province, supportMove.Season));
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}
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}
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}
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}
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}
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