5dplomacy/MultiversalDiplomacy/Adjudicate/MovementPhaseAdjudicator.cs

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using MultiversalDiplomacy.Adjudicate.Decision;
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using MultiversalDiplomacy.Adjudicate.Logging;
using MultiversalDiplomacy.Model;
using MultiversalDiplomacy.Orders;
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using static MultiversalDiplomacy.Model.Location;
namespace MultiversalDiplomacy.Adjudicate;
/// <summary>
/// Adjudicator for the movement phase.
/// </summary>
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public class MovementPhaseAdjudicator : IPhaseAdjudicator
{
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public static IPhaseAdjudicator Instance { get; } = new MovementPhaseAdjudicator(ConsoleLogger.Instance);
private IAdjudicatorLogger logger { get; }
public MovementPhaseAdjudicator(IAdjudicatorLogger logger)
{
this.logger = logger;
}
public List<OrderValidation> ValidateOrders(World world, List<Order> orders)
{
// The basic workflow of this function will be to look for invalid orders, remove these
// from the working set of orders, and then perform one final check for duplicate orders
// at the end. This is to comply with DATC 4.D.3's requirement that a unit that receives
// a legal and an illegal order follows the legal order rather than holding.
List<OrderValidation> validationResults = new List<OrderValidation>();
// Invalidate any orders that aren't a legal type for this phase and remove them from the
// working set.
AdjudicatorHelpers.InvalidateWrongTypes(
new List<Type>
{
typeof(HoldOrder),
typeof(MoveOrder),
typeof(ConvoyOrder),
typeof(SupportHoldOrder),
typeof(SupportMoveOrder)
},
ref orders,
ref validationResults);
// Invalidate any orders by a power that were given to another power's units and remove
// them from the working set.
AdjudicatorHelpers.InvalidateWrongPower(orders, ref orders, ref validationResults);
// Since all the order types in this phase are UnitOrders, downcast to get the Unit.
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List<UnitOrder> unitOrders = orders.Cast<UnitOrder>().ToList();
// Invalidate any order given to a unit in the past.
AdjudicatorHelpers.InvalidateIfNotMatching(
order => !world.Timelines.GetFutures(order.Unit.Season).Any(),
ValidationReason.IneligibleForOrder,
ref unitOrders,
ref validationResults);
/***************
* HOLD ORDERS *
***************/
// Hold orders are always valid.
List<HoldOrder> holdOrders = unitOrders.OfType<HoldOrder>().ToList();
/***************
* MOVE ORDERS *
***************/
// Move order validity is far more complicated, due to multiversal time travel and convoys.
List<MoveOrder> moveOrders = unitOrders.OfType<MoveOrder>().ToList();
// Trivial check: armies cannot move to water and fleets cannot move to land.
AdjudicatorHelpers.InvalidateIfNotMatching(
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order => (order.Unit.Type == UnitType.Army && world.Map.GetLocation(order.Location).Type == LocationType.Land)
|| (order.Unit.Type == UnitType.Fleet && world.Map.GetLocation(order.Location).Type == LocationType.Water),
ValidationReason.IllegalDestinationType,
ref moveOrders,
ref validationResults);
// Trivial check: a unit cannot move to where it already is.
AdjudicatorHelpers.InvalidateIfNotMatching(
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order => !(order.Location == order.Unit.Location && order.Season == order.Unit.Season),
ValidationReason.DestinationMatchesOrigin,
ref moveOrders,
ref validationResults);
// If the unit is moving to a valid destination that isn't where it already is, then the
// move order is valid if there is a path from the origin to the destination. In the easy
// case, the destination is directly adjacent to the origin with respect to the map, the
// turn, and the timeline. These moves are valid. Any other move must be checked for
// potential validity as a convoy move.
ILookup<bool, MoveOrder> moveOrdersByAdjacency = moveOrders
.ToLookup(order =>
// Map adjacency
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world.Map.GetLocation(order.Unit).Adjacents.Select(loc => loc.Key).Contains(order.Location)
// Turn adjacency
&& Math.Abs(order.Unit.Season.Turn - order.Season.Turn) <= 1
// Timeline adjacency
&& world.Timelines.InAdjacentTimeline(order.Unit.Season, order.Season));
List<MoveOrder> adjacentMoveOrders = moveOrdersByAdjacency[true].ToList();
List<MoveOrder> nonAdjacentMoveOrders = moveOrdersByAdjacency[false].ToList();
// Only armies can move to non-adjacent destinations, since fleets cannot be convoyed.
AdjudicatorHelpers.InvalidateIfNotMatching(
order => order.Unit.Type == UnitType.Army,
ValidationReason.UnreachableDestination,
ref nonAdjacentMoveOrders,
ref validationResults);
// For all remaining convoyable move orders, check if there is a path between the origin
// and the destination.
AdjudicatorHelpers.InvalidateIfNotMatching(
order => PathFinder.ConvoyPathExists(world, order),
ValidationReason.UnreachableDestination,
ref nonAdjacentMoveOrders,
ref validationResults);
/*****************
* CONVOY ORDERS *
*****************/
// A convoy order must be to a fleet and target an army.
List<ConvoyOrder> convoyOrders = unitOrders.OfType<ConvoyOrder>().ToList();
AdjudicatorHelpers.InvalidateIfNotMatching(
order => order.Unit.Type == UnitType.Fleet && order.Target.Type == UnitType.Army,
ValidationReason.InvalidOrderTypeForUnit,
ref convoyOrders,
ref validationResults);
// A convoy for an illegal move is illegal, which means all the move validity checks
// now need to be repeated for the convoy target.
// Trivial check: cannot convoy to non-coastal province.
AdjudicatorHelpers.InvalidateIfNotMatching(
order => order.Location.Type == LocationType.Land
&& order.Province.Locations.Any(loc => loc.Type == LocationType.Water),
ValidationReason.IllegalDestinationType,
ref convoyOrders,
ref validationResults);
// Trivial check: cannot convoy a unit to its own location
AdjudicatorHelpers.InvalidateIfNotMatching(
order => !(
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order.Location.Key == order.Target.Location
&& order.Season == order.Target.Season),
ValidationReason.DestinationMatchesOrigin,
ref convoyOrders,
ref validationResults);
// By definition, the move enabled by a convoy order is a convoyable move order, so it
// should be checked for a convoy path.
AdjudicatorHelpers.InvalidateIfNotMatching(
order => PathFinder.ConvoyPathExists(world, order),
ValidationReason.UnreachableDestination,
ref convoyOrders,
ref validationResults);
/***********************
* SUPPORT-HOLD ORDERS *
***********************/
// Support-hold orders are typically valid if the supporting unit can move to the
// destination.
List<SupportHoldOrder> supportHoldOrders = unitOrders.OfType<SupportHoldOrder>().ToList();
// Support-hold orders are invalid if the unit supports itself.
AdjudicatorHelpers.InvalidateIfNotMatching(
order => order.Unit.Key != order.Target.Key,
ValidationReason.NoSelfSupport,
ref supportHoldOrders,
ref validationResults);
// Support-hold orders are invalid if the supporting unit couldn't move to the destination
// without a convoy. This is the same direct adjacency calculation as above, except that
// the supporting unit only needs to be able to move to the *province*, even if the target
// is holding in a location within that province that the supporting unit couldn't move to.
// The reverse is not true: a unit cannot support another province if that province is only
// reachable from a different location in the unit's province.
AdjudicatorHelpers.InvalidateIfNotMatching(
order =>
// Map adjacency with respect to province
world.Map.GetLocation(order.Unit).Adjacents.Any(
adjLocation => adjLocation.Province == world.Map.GetLocation(order.Target).Province)
// Turn adjacency
&& Math.Abs(order.Unit.Season.Turn - order.Target.Season.Turn) <= 1
// Timeline adjacency
&& world.Timelines.InAdjacentTimeline(order.Unit.Season, order.Target.Season),
ValidationReason.UnreachableSupport,
ref supportHoldOrders,
ref validationResults);
/***********************
* SUPPORT-MOVE ORDERS *
***********************/
// Support-move orders, like support-hold orders, are typically valid if the supporting
// unit can move to the destination.
List<SupportMoveOrder> supportMoveOrders = unitOrders.OfType<SupportMoveOrder>().ToList();
// Support-move orders are invalid if the unit supports a move to any location in its own
// province.
AdjudicatorHelpers.InvalidateIfNotMatching(
order => world.Map.GetLocation(order.Unit).Province != order.Province,
ValidationReason.NoSupportMoveAgainstSelf,
ref supportMoveOrders,
ref validationResults);
// Support-move orders, like support-hold orders, are valid only if the supporting unit
// can reach the destination *province* of the move, even if the destination *location*
// is unreachable (DATC 6.B.4). The same is not true of reachability from another location
// in the supporting unit's province (DATC 6.B.5).
AdjudicatorHelpers.InvalidateIfNotMatching(
order =>
// Map adjacency with respect to province
world.Map.GetLocation(order.Unit).Adjacents.Any(
adjLocation => adjLocation.Province == order.Province)
// Turn adjacency
&& Math.Abs(order.Unit.Season.Turn - order.Season.Turn) <= 1
// Timeline adjacency
&& world.Timelines.InAdjacentTimeline(order.Unit.Season, order.Season),
ValidationReason.UnreachableSupport,
ref supportMoveOrders,
ref validationResults);
// One more edge case: support-move orders by a fleet for an army are illegal if that army
// requires a convoy and the supporting fleet is a part of the only convoy path (DATC
// 6.D.31).
// TODO: support convoy path check with "as if this fleet were missing"
// Collect the valid orders together
unitOrders =
holdOrders.Cast<UnitOrder>()
.Concat(adjacentMoveOrders)
.Concat(nonAdjacentMoveOrders)
.Concat(convoyOrders)
.Concat(supportHoldOrders)
.Concat(supportMoveOrders)
.ToList();
// DATC 4.D.3 prefers that multiple orders to the same unit in the same order set be
// replaced by a hold order. Since this function only takes one combined list of orders,
// it is assumed that the caller has combined the order sets from all powers in a way that
// is compliant with DATC 4.D.1-2. If there are still duplicate orders in the input, they
// were not addressed by 4.D.1-2 and will be handled according to 4.D.3, i.e. replaced with
// hold orders. Note that this happens last, after all other invalidations have been
// applied in order to comply with what 4.D.3 specifies about illegal orders.
List<string> duplicateOrderedUnits = unitOrders
.GroupBy(o => o.Unit.Key)
.Where(orderGroup => orderGroup.Count() > 1)
.Select(orderGroup => orderGroup.Key)
.ToList();
List<UnitOrder> duplicateOrders = unitOrders
.Where(o => duplicateOrderedUnits.Contains(o.Unit.Key))
.ToList();
List<UnitOrder> validOrders = unitOrders.Except(duplicateOrders).ToList();
validationResults = validationResults
.Concat(duplicateOrders.Select(o => o.Invalidate(ValidationReason.DuplicateOrders)))
.Concat(validOrders.Select(o => o.Validate(ValidationReason.Valid)))
.ToList();
// Finally, add implicit hold orders for units without legal orders.
List<Unit> allOrderableUnits = world.Units
.Where(unit => !world.Timelines.GetFutures(unit.Season).Any())
.ToList();
HashSet<string> orderedUnits = validOrders.Select(order => order.Unit.Key).ToHashSet();
List<Unit> unorderedUnits = allOrderableUnits
.Where(unit => !orderedUnits.Contains(unit.Key))
.ToList();
List<HoldOrder> implicitHolds = unorderedUnits
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.Select(unit => new HoldOrder(unit.Power, unit))
.ToList();
validationResults = validationResults
.Concat(implicitHolds.Select(o => o.Validate(ValidationReason.Valid)))
.ToList();
return validationResults;
}
public List<AdjudicationDecision> AdjudicateOrders(World world, List<Order> orders)
{
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logger.Log(0, "Beginning adjudication");
// Define all adjudication decisions to be made.
MovementDecisions decisions = new(world, orders);
// Adjudicate all decisions.
bool progress = false;
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int loopNum = 1;
do
{
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logger.Log(1, "Beginning loop {0}", loopNum++);
progress = false;
foreach (AdjudicationDecision decision in decisions.Values)
{
// This will noop without progress if the decision is already resolved
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progress |= ResolveDecision(decision, world, decisions, depth: 2);
}
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} while (progress && decisions.Values.Any(decision => !decision.Resolved));
if (decisions.Values.Any(d => !d.Resolved))
{
throw new ApplicationException("Some orders not resolved!");
}
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logger.Log(0, "Completed adjudication");
return decisions.Values.ToList();
}
public World UpdateWorld(World world, List<AdjudicationDecision> decisions)
{
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logger.Log(0, "Updating world");
Dictionary<MoveOrder, DoesMove> moves = decisions
.OfType<DoesMove>()
.ToDictionary(dm => dm.Order);
Dictionary<string, IsDislodged> dislodges = decisions
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.OfType<IsDislodged>()
.ToDictionary(dm => dm.Order.Unit.Key);
// All moves to a particular season in a single phase result in the same future. Keep a
// record of when a future season has been created.
Dictionary<Season, Season> createdFutures = [];
List<Unit> createdUnits = [];
List<RetreatingUnit> retreats = [];
Timelines newTimelines = world.Timelines;
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// Populate createdFutures with the timeline fork decisions
logger.Log(1, "Processing AdvanceTimeline decisions");
foreach (AdvanceTimeline advanceTimeline in decisions.OfType<AdvanceTimeline>())
{
logger.Log(2, "{0} = {1}", advanceTimeline, advanceTimeline.Outcome?.ToString() ?? "?");
if (advanceTimeline.Outcome == true)
{
// A timeline that doesn't have a future yet simply continues. Otherwise, it forks.
newTimelines = newTimelines.WithNewSeason(advanceTimeline.Season, out var newFuture);
createdFutures[advanceTimeline.Season] = newFuture;
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}
}
// Successful move orders result in the unit moving to the destination and creating a new
// future, while unsuccessful move orders are processed the same way as non-move orders.
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logger.Log(1, "Processing successful moves");
foreach (DoesMove doesMove in moves.Values)
{
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logger.Log(2, "{0} = {1}", doesMove, doesMove.Outcome?.ToString() ?? "?");
Season moveSeason = doesMove.Order.Season;
if (doesMove.Outcome == true && createdFutures.TryGetValue(moveSeason, out Season future))
{
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Unit next = doesMove.Order.Unit.Next(doesMove.Order.Location, future);
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logger.Log(3, "Advancing unit to {0}", next);
createdUnits.Add(next);
}
}
// Process unsuccessful moves, all holds, and all supports.
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logger.Log(1, "Processing stationary orders");
foreach (IsDislodged isDislodged in decisions.OfType<IsDislodged>())
{
UnitOrder order = isDislodged.Order;
// Skip the move orders that were processed above.
if (order is MoveOrder move && moves[move].Outcome == true)
{
continue;
}
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logger.Log(2, "{0} = {1}", isDislodged, isDislodged.Outcome?.ToString() ?? "?");
if (!createdFutures.ContainsKey(order.Unit.Season))
{
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logger.Log(3, "Skipping order because no future was created");
continue;
}
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Season future = createdFutures[order.Unit.Season];
if (isDislodged.Outcome == false)
{
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// Non-dislodged units continue into the future.
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Unit next = order.Unit.Next(world.Map.GetLocation(order.Unit).Key, future);
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logger.Log(3, "Advancing unit to {0}", next);
createdUnits.Add(next);
}
else
{
// Create a retreat for each dislodged unit.
// TODO check valid retreats and disbands
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logger.Log(3, "Creating retreat for {0}", order.Unit);
var validRetreats = world.Map.GetLocation(order.Unit).Adjacents
.Select(loc => (future, loc))
.ToList();
RetreatingUnit retreat = new(order.Unit, validRetreats);
retreats.Add(retreat);
}
}
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// Record the adjudication results to the season's order history
Dictionary<string, OrderHistory> newHistory = [];
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foreach (UnitOrder unitOrder in decisions.OfType<IsDislodged>().Select(d => d.Order))
{
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newHistory.Ensure(unitOrder.Unit.Season.Key, () => new([], [], []));
OrderHistory history = newHistory[unitOrder.Unit.Season.Key];
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// TODO does this add every order to every season??
history.Orders.Add(unitOrder);
history.IsDislodgedOutcomes[unitOrder.Unit.Key] = dislodges[unitOrder.Unit.Key].Outcome == true;
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if (unitOrder is MoveOrder moveOrder)
{
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history.DoesMoveOutcomes[moveOrder.Unit.Key] = moves[moveOrder].Outcome == true;
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}
}
// Log the new order history
foreach ((string season, OrderHistory history) in newHistory)
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{
string verb = world.OrderHistory.ContainsKey(season) ? "Updating" : "Adding";
logger.Log(1, "{0} history for {1}", verb, season);
foreach (UnitOrder order in history.Orders)
{
logger.Log(2, "{0}", order);
}
}
IEnumerable<KeyValuePair<string, OrderHistory>> updatedHistory = world.OrderHistory
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.Where(kvp => !newHistory.ContainsKey(kvp.Key))
.Concat(newHistory);
// TODO provide more structured information about order outcomes
World updated = world.Update(
units: world.Units.Concat(createdUnits),
retreats: retreats,
orders: updatedHistory,
timelines: newTimelines);
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logger.Log(0, "Completed update");
return updated;
}
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private bool LoggedUpdate(BinaryAdjudicationDecision decision, bool outcome, int depth, string message)
{
bool updated = decision.Update(outcome);
if (updated)
{
logger.Log(depth, "{0}: {1}", outcome, message);
}
return updated;
}
private bool LoggedUpdate(NumericAdjudicationDecision decision, int min, int max, int depth, string message)
{
bool updated = decision.Update(min, max);
if (updated)
{
logger.Log(depth, "{0}, {1}: {2}", min, max, message);
}
return updated;
}
/// <summary>
/// Attempt to resolve an adjudication decision.
/// </summary>
/// <returns>
/// If any adjudication was further determined, returns true. If nothing was further determined, returns false.
/// </returns>
private bool ResolveDecision(
AdjudicationDecision decision,
World world,
MovementDecisions decisions,
int depth)
{
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logger.Log(depth, "ResolveDecision({0})", decision);
return decision.Resolved ? false : decision switch
{
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AdvanceTimeline d => ResolveAdvanceTimeline(d, world, decisions, depth + 1),
IsDislodged d => ResolveIsUnitDislodged(d, world, decisions, depth + 1),
HasPath d => ResolveDoesMoveHavePath(d, world, decisions, depth + 1),
GivesSupport d => ResolveIsSupportGiven(d, world, decisions, depth + 1),
HoldStrength d => ResolveHoldStrength(d, world, decisions, depth + 1),
AttackStrength d => ResolveAttackStrength(d, world, decisions, depth + 1),
DefendStrength d => ResolveDefendStrength(d, world, decisions, depth + 1),
PreventStrength d => ResolvePreventStrength(d, world, decisions, depth + 1),
DoesMove d => ResolveDoesUnitMove(d, world, decisions, depth + 1),
_ => throw new NotSupportedException($"Unknown decision type: {decision.GetType()}")
};
}
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private bool ResolveAdvanceTimeline(
AdvanceTimeline decision,
World world,
MovementDecisions decisions,
int depth)
{
logger.Log(depth, "AdvanceTimeline({0})", decision.Season);
bool progress = false;
// A season at the head of a timeline always advances.
if (!world.Timelines.GetFutures(decision.Season).Any())
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{
progress |= LoggedUpdate(decision, true, depth, "A timeline head always advances");
return progress;
}
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// The season target of a new (i.e. not previously adjudicated) and successful move always advances.
IEnumerable<MoveOrder> newIncomingMoves = decision.Orders
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.OfType<MoveOrder>()
.Where(order => order.Season == decision.Season
&& !world.OrderHistory[order.Season.Key].DoesMoveOutcomes.ContainsKey(order.Unit.Key));
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foreach (MoveOrder moveOrder in newIncomingMoves)
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{
DoesMove doesMove = decisions.DoesMove[moveOrder];
progress |= ResolveDecision(doesMove, world, decisions, depth + 1);
if (doesMove.Outcome == true)
{
progress |= LoggedUpdate(decision, true, depth, $"Advanced by {doesMove.Order}");
return progress;
}
}
// Seasons not at the head of a timeline advance if the outcome of a battle is changed.
// The outcome of a battle is changed if:
// 1. The outcome of a dislodge decision is changed,
// 2. The outcome of an intra-timeline move decision is changed, or
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// 3. The outcome of an inter-timeline move decision with that season as the destination is changed.
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OrderHistory history = world.OrderHistory[decision.Season.Key];
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bool anyUnresolved = false;
foreach (UnitOrder order in decision.Orders)
{
// TODO these aren't timeline-specific
IsDislodged dislodged = decisions.IsDislodged[order.Unit.Key];
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progress |= ResolveDecision(dislodged, world, decisions, depth + 1);
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if (history.IsDislodgedOutcomes.TryGetValue(order.Unit.Key, out bool previous)
&& dislodged.Resolved
&& dislodged.Outcome != previous)
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{
progress |= LoggedUpdate(
decision,
true,
depth,
$"History changed for {order.Unit}: dislodge {previous} => {dislodged.Outcome}");
return progress;
}
anyUnresolved |= !dislodged.Resolved;
if (order is MoveOrder moveOrder)
{
DoesMove moves = decisions.DoesMove[moveOrder];
progress |= ResolveDecision(moves, world, decisions, depth + 1);
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if (history.DoesMoveOutcomes.TryGetValue(moveOrder.Unit.Key, out bool previousMove)
&& moves.Resolved
&& moves.Outcome != previousMove)
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if (moves.Resolved && moves.Outcome != previousMove)
{
progress |= LoggedUpdate(
decision,
true,
depth,
$"History changed for {order}: moves {previousMove} => {moves.Outcome}");
return progress;
}
anyUnresolved |= !moves.Resolved;
}
}
if (!anyUnresolved)
{
progress |= LoggedUpdate(decision, false, depth, "No resolved changes to history");
}
return progress;
}
private bool ResolveIsUnitDislodged(
IsDislodged decision,
World world,
MovementDecisions decisions,
int depth)
{
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logger.Log(depth, "IsUnitDislodged({0})", decision.Order.Unit);
bool progress = false;
// If this unit was ordered to move and is doing so successfully, it cannot be dislodged
// even if another unit will successfully move into the province.
if (decision.Order is MoveOrder moveOrder)
{
DoesMove move = decisions.DoesMove[moveOrder];
progress |= ResolveDecision(move, world, decisions, depth + 1);
// If this unit received a move order and the move is successful, it cannot be
// dislodged.
if (move.Outcome == true)
{
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progress |= LoggedUpdate(decision, false, depth, "Unit successfully moves");
return progress;
}
// If the move is undecided, then the dislodge decision is undecidable until then.
if (move.Outcome == null)
{
return progress;
}
}
// If this unit isn't moving from its current province, then it is dislodged if another
// unit has a successful move into its province, and it is not dislodged if every unit that
// could move into its province fails to do so.
bool potentialDislodger = false;
foreach (MoveOrder dislodger in decision.Incoming)
{
DoesMove move = decisions.DoesMove[dislodger];
progress |= ResolveDecision(move, world, decisions, depth + 1);
// If at least one invader will move, this unit is dislodged.
if (move.Outcome == true)
{
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progress |= LoggedUpdate(decision, true, depth, "Invading unit successfully moves");
return progress;
}
// If the invader could potentially move, the dislodge decision can't be resolved to
// false.
if (move.Outcome != false)
{
potentialDislodger = true;
}
}
if (!potentialDislodger)
{
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string reason = decision.Incoming.Count == 0
? "No unit is attacking"
: "All attacks failed";
progress |= LoggedUpdate(decision, false, depth, reason);
}
return progress;
}
private bool ResolveDoesMoveHavePath(
HasPath decision,
World world,
MovementDecisions decisions,
int depth)
{
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logger.Log(depth, "DoesMoveHavePath({0})", decision.Order);
bool progress= false;
// If the origin and destination are adjacent, then there is a path.
if (// Map adjacency
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world.Map.GetLocation(decision.Order.Unit).Adjacents.Select(loc => loc.Key).Contains(decision.Order.Location)
// Turn adjacency
&& Math.Abs(decision.Order.Unit.Season.Turn - decision.Order.Season.Turn) <= 1
// Timeline adjacency
&& world.Timelines.InAdjacentTimeline(decision.Order.Unit.Season, decision.Order.Season))
{
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bool update = LoggedUpdate(decision, true, depth, "Adjacent move");
return progress | update;
}
// If the origin and destination are not adjacent, then the decision resolves to whether
// there is a path of convoying fleets that (1) have matching orders and (2) are not
// dislodged.
// The adjudicator should have received a validated set of orders, so any illegal move
// with no possible convoy path should have been invalidated.
throw new NotImplementedException(); // TODO
}
private bool ResolveIsSupportGiven(
GivesSupport decision,
World world,
MovementDecisions decisions,
int depth)
{
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logger.Log(depth, "IsSupportGiven({0})", decision.Order);
bool progress = false;
// Support is cut when a unit moves into the supporting unit's province with nonzero
// attack strength. Support is given when there is known to be no such unit.
bool potentialNonzeroAttack = false;
foreach (MoveOrder cut in decision.Cuts)
{
AttackStrength attack = decisions.AttackStrength[cut];
progress |= ResolveDecision(attack, world, decisions, depth + 1);
// If at least one attack has a nonzero minimum, the support decision can be resolved
// to false.
if (attack.MinValue > 0)
{
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progress |= LoggedUpdate(decision, false, depth, "An attacker has nonzero attack strength");
return progress;
}
// If at least one attack has a nonzero maximum, the support decision can't be resolved
// to true.
if (attack.MaxValue > 0)
{
potentialNonzeroAttack = true;
}
}
// Support is also cut if the unit is dislodged.
IsDislodged dislodge = decisions.IsDislodged[decision.Order.Unit.Key];
progress |= ResolveDecision(dislodge, world, decisions, depth + 1);
if (dislodge.Outcome == true)
{
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progress |= LoggedUpdate(decision, false, depth, "Unit dislodged");
return progress;
}
// If no attack has potentially nonzero attack strength, and the dislodge decision is
// resolved to false, then the support is given.
if (!potentialNonzeroAttack && dislodge.Outcome == false)
{
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progress |= LoggedUpdate(decision, true, depth, "No successful attack or dislodge");
return progress;
}
// Otherwise, the support remains undecided.
return progress;
}
private bool ResolveHoldStrength(
HoldStrength decision,
World world,
MovementDecisions decisions,
int depth)
{
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logger.Log(depth, "HoldStrength({0})", decision.Province);
bool progress = false;
// If no unit is in the province, the hold strength is zero.
if (decision.Order == null)
{
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progress |= LoggedUpdate(decision, 0, 0, depth, "No unit in the province");
return progress;
}
// If a unit with a move order is in the province, the strength depends on the move success.
if (decision.Order is MoveOrder move)
{
DoesMove moves = decisions.DoesMove[move];
progress |= ResolveDecision(moves, world, decisions, depth + 1);
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progress |= LoggedUpdate(
decision,
min: moves.Outcome != false ? 0 : 1,
max: moves.Outcome == true ? 0 : 1,
depth,
"Updated based on unit's move success");
return progress;
}
// If a unit without a move order is in the province, add up the supports.
else
{
int min = 1;
int max = 1;
foreach (SupportHoldOrder support in decision.Supports)
{
GivesSupport givesSupport = decisions.GivesSupport[support];
progress |= ResolveDecision(givesSupport, world, decisions, depth + 1);
if (givesSupport.Outcome == true) min += 1;
if (givesSupport.Outcome != false) max += 1;
}
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progress |= LoggedUpdate(decision, min, max, depth, $"Updated based on {decision.Supports.Count} hold supports");
return progress;
}
}
private bool ResolveAttackStrength(
AttackStrength decision,
World world,
MovementDecisions decisions,
int depth)
{
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logger.Log(depth, "AttackStrength({0})", decision.Order);
bool progress = false;
// If there is no path, the attack strength is zero.
var hasPath = decisions.HasPath[decision.Order];
progress |= ResolveDecision(hasPath, world, decisions, depth + 1);
if (hasPath.Outcome == false)
{
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progress |= LoggedUpdate(decision, 0, 0, depth, "No path");
return progress;
}
// If there is a head to head battle, a unit at the destination that isn't moving away, or
// a unit at the destination that will fail to move away, then the attacking unit will have
// to dislodge it.
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UnitOrder? destOrder = decisions.HoldStrength[(SplitKey(decision.Order.Location).province, decision.Order.Season.Key)].Order;
DoesMove? destMoveAway = destOrder is MoveOrder moveAway
? decisions.DoesMove[moveAway]
: null;
if (destMoveAway != null)
{
progress |= ResolveDecision(destMoveAway, world, decisions, depth + 1);
}
if (// In any case here, there will have to be a unit at the destination with an order,
// which means that destOrder will have to be populated. Including this in the if
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// condition lets the compiler know it won't be null in the if block.
destOrder != null
&& (// Is head to head
decision.OpposingMove != null
// Is not moving away
|| destMoveAway == null
// Is failing to move away
|| destMoveAway.Outcome == false))
{
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string destPower = destOrder.Unit.Power;
if (decision.Order.Unit.Power == destPower)
{
// Cannot dislodge own unit.
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progress |= LoggedUpdate(decision, 0, 0, depth, "Cannot dislodge own unit");
return progress;
}
else
{
// Supports won't help to dislodge units of the same power as the support.
int min = 1;
int max = 1;
foreach (SupportMoveOrder support in decision.Supports)
{
if (support.Unit.Power == destPower) continue;
GivesSupport givesSupport = decisions.GivesSupport[support];
progress |= ResolveDecision(givesSupport, world, decisions, depth + 1);
if (givesSupport.Outcome == true) min += 1;
if (givesSupport.Outcome != false) max += 1;
}
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progress |= LoggedUpdate(decision, min, max, depth, $"Updated with {decision.Supports.Count} (?) move supports from third parties");
return progress;
}
}
else if (destMoveAway != null && destMoveAway.Outcome == null)
{
// If the unit at the destination has an undecided move order, then the minimum tracks
// the case where it doesn't move and the attack strength is mitigated by supports not
// helping to dislodge units of the same power as the support. The maximum tracks the
// case where it does move and the attack strength is unmitigated.
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string destPower = destMoveAway.Order.Unit.Power;
int min = 1;
int max = 1;
foreach (SupportMoveOrder support in decision.Supports)
{
GivesSupport givesSupport = decisions.GivesSupport[support];
progress |= ResolveDecision(givesSupport, world, decisions, depth + 1);
if (support.Unit.Power != destPower && givesSupport.Outcome == true) min += 1;
if (givesSupport.Outcome != false) max += 1;
}
// Force min to zero in case of an attempt to disloge a unit of the same power.
if (decision.Order.Unit.Power == destPower) min = 0;
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progress |= LoggedUpdate(decision, min, max, depth, $"Updated with {decision.Supports.Count} (?) move supports");
return progress;
}
else
{
// If the unit at the destination is going somewhere else, then attack strength
// includes all supports from all powers.
int min = 1;
int max = 1;
foreach (SupportMoveOrder support in decision.Supports)
{
GivesSupport givesSupport = decisions.GivesSupport[support];
progress |= ResolveDecision(givesSupport, world, decisions, depth + 1);
if (givesSupport.Outcome == true) min += 1;
if (givesSupport.Outcome != false) max += 1;
}
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progress |= LoggedUpdate(decision, min, max, depth, $"Updated with {decision.Supports.Count} move supports from all powers");
return progress;
}
}
private bool ResolveDefendStrength(
DefendStrength decision,
World world,
MovementDecisions decisions,
int depth)
{
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logger.Log(depth, "DefendStrength({0})", decision.Order);
bool progress = false;
// The defend strength is equal to one plus, at least, the number of known successful
// supports, and at most, also the unresolved supports were they to resolve to successes.
int min = 1;
int max = 1;
foreach (SupportMoveOrder support in decision.Supports)
{
GivesSupport givesSupport = decisions.GivesSupport[support];
progress |= ResolveDecision(givesSupport, world, decisions, depth + 1);
if (givesSupport.Outcome == true) min += 1;
if (givesSupport.Outcome != false) max += 1;
}
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progress |= LoggedUpdate(decision, min, max, depth, $"Updated based on {decision.Supports.Count} supports");
return progress;
}
private bool ResolvePreventStrength(
PreventStrength decision,
World world,
MovementDecisions decisions,
int depth)
{
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logger.Log(depth, "PreventStrength({0})", decision.Order);
bool progress = false;
// If there is no path, the prevent strength is zero.
var hasPath = decisions.HasPath[decision.Order];
progress |= ResolveDecision(hasPath, world, decisions, depth + 1);
if (hasPath.Outcome == false)
{
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progress |= LoggedUpdate(decision, 0, 0, depth, "No path to prevent");
return progress;
}
// If there's a head to head battle and the opposing unit succeeds in moving, the prevent
// strength is zero.
if (decision.OpposingMove != null
&& decisions.DoesMove[decision.OpposingMove].Outcome == true)
{
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progress |= LoggedUpdate(decision, 0, 0, depth, "Cannot prevent in lost head-to-head");
return progress;
}
// In all other cases, the prevent strength is equal to one plus, at least, the number of
// known successful supports, and at most, also the unresolved supports were they to
// resolve to successes.
int min = 1;
int max = 1;
foreach (SupportMoveOrder support in decision.Supports)
{
GivesSupport givesSupport = decisions.GivesSupport[support];
progress |= ResolveDecision(givesSupport, world, decisions, depth + 1);
if (givesSupport.Outcome == true) min += 1;
if (givesSupport.Outcome != false) max += 1;
}
// The minimum stays at zero if the path or head to head move decisions are unresolved, as
// they may resolve to one of the conditions above that forces the prevent strength to zero.
if (!hasPath.Resolved
|| (decision.OpposingMove != null
&& !decisions.DoesMove[decision.OpposingMove].Resolved))
{
min = 0;
}
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progress |= LoggedUpdate(decision, min, max, depth, $"Updated based on {decision.Supports.Count} supports");
return progress;
}
private bool ResolveDoesUnitMove(
DoesMove decision,
World world,
MovementDecisions decisions,
int depth)
{
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logger.Log(depth, "DoesUnitMove({0})", decision.Order);
bool progress = false;
// Resolve the move's attack strength.
AttackStrength attack = decisions.AttackStrength[decision.Order];
progress |= ResolveDecision(attack, world, decisions, depth + 1);
// In a head to head battle, the threshold for the attack strength to beat is the opposing
// defend strength. Outside a head to head battle, the threshold is the destination's hold
// strength.
NumericAdjudicationDecision defense = decision.OpposingMove != null
? decisions.DefendStrength[decision.OpposingMove]
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: decisions.HoldStrength[(SplitKey(decision.Order.Location).province, decision.Order.Season.Key)];
progress |= ResolveDecision(defense, world, decisions, depth + 1);
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// If the attack doesn't beat the defense, resolve the move to false.
if (attack.MaxValue <= defense.MinValue)
{
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progress |= LoggedUpdate(decision, false, depth, "Attack can't beat defense");
return progress;
}
// Check if a competing move will prevent this one.
bool beatsAllCompetingMoves = true;
foreach (MoveOrder order in decision.Competing)
{
PreventStrength prevent = decisions.PreventStrength[order];
progress |= ResolveDecision(prevent, world, decisions, depth + 1);
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// If attack doesn't beat the prevent, resolve the move to false.
if (attack.MaxValue <= prevent.MinValue)
{
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progress |= LoggedUpdate(decision, false, depth, "Attack can't beat prevent");
return progress;
}
// If the attack doesn't beat the prevent, it can't resolve to true.
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if (attack.MinValue <= prevent.MaxValue)
{
beatsAllCompetingMoves = false;
}
}
// If the attack didn't resolve to false because the defense or a prevent beat it, then
// attempt to resolve it to true based on whether it beat the defense and all prevents.
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progress |= LoggedUpdate(
decision,
attack.MinValue > defense.MaxValue && beatsAllCompetingMoves,
depth,
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$"Updated based on {decision.Competing.Count} competing moves");
return progress;
}
}