Add basic game setup
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7ad6f3a3d3
commit
114379de59
3
Makefile
3
Makefile
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@ -8,3 +8,6 @@ tests: ## run all tests
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test: ## name=[test name]: run a single test with logging
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test: ## name=[test name]: run a single test with logging
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dotnet test MultiversalDiplomacyTests -l "console;verbosity=normal" --filter $(name)
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dotnet test MultiversalDiplomacyTests -l "console;verbosity=normal" --filter $(name)
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repl: ## execute the repl
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dotnet run --project MultiversalDiplomacy repl
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@ -1,3 +1,5 @@
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using MultiversalDiplomacy.Model;
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namespace MultiversalDiplomacy.Script;
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namespace MultiversalDiplomacy.Script;
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/// <summary>
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/// <summary>
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@ -9,7 +11,53 @@ public class ReplScriptHandler : IScriptHandler
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public IScriptHandler? HandleInput(string input)
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public IScriptHandler? HandleInput(string input)
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{
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{
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Console.WriteLine($"[{input}]");
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var args = input.Split(' ', StringSplitOptions.RemoveEmptyEntries);
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if (args.Length == 0)
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{
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return 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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Console.WriteLine("Commands:");
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Console.WriteLine(" help, ?: print this message");
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Console.WriteLine(" map <variant>: start a new game of the given variant");
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Console.WriteLine(" stab: stab");
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break;
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case "stab":
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Console.WriteLine("stab");
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break;
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case "map" when args.Length == 1:
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Console.WriteLine("Usage:");
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Console.WriteLine(" map <variant>");
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Console.WriteLine("Available variants:");
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Console.WriteLine($" {string.Join(", ", Enum.GetNames<MapType>().Select(s => s.ToLowerInvariant()))}");
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break;
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case "map" when args.Length > 1:
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string mapType = args[1].Trim();
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if (!Enum.TryParse(mapType, ignoreCase: true, out MapType map)) {
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Console.WriteLine($"Unknown variant {mapType}");
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Console.WriteLine("Available variants:");
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Console.WriteLine($" {string.Join(", ", Enum.GetNames<MapType>().Select(s => s.ToLowerInvariant()))}");
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break;
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}
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World world = World.WithMap(Map.FromType(map));
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Console.WriteLine($"Created a new {map} game");
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return new SetupScriptHandler(world);
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default:
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// noop on comments that begin with #
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if (!command.StartsWith('#')) {
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Console.WriteLine($"Unrecognized command: {command}");
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}
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break;
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}
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return this;
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return this;
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}
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}
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@ -0,0 +1,167 @@
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using System.Diagnostics.CodeAnalysis;
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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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public class SetupScriptHandler(World world) : IScriptHandler
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{
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public string Prompt => "5dp> ";
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public World World { get; private set; } = world;
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public IScriptHandler? 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)
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{
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return 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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Console.WriteLine("commands:");
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Console.WriteLine(" begin: complete setup and start the game");
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Console.WriteLine(" list <type>: list things in a game category");
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Console.WriteLine(" option <name> <value>: set a game option");
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Console.WriteLine(" unit <power> <type> <province> [location]: add a unit to the game");
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Console.WriteLine(" <province> may be \"province/location\"");
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break;
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case "begin":
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return null; // TODO
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case "list" when args.Length == 1:
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Console.WriteLine("usage:");
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Console.WriteLine(" list powers: the powers in the game");
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Console.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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Console.WriteLine("Powers:");
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foreach (string powerName in World.Powers)
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{
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Console.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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Console.WriteLine("Units:");
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foreach (Unit unit in World.Units)
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{
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Console.WriteLine($" {unit}");
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}
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break;
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case "option" when args.Length < 3:
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throw new NotImplementedException();
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case "unit" when args.Length < 4:
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Console.WriteLine("usage: unit [power] [type] [province] <location>");
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break;
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case "unit":
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string power = args[1];
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string type = args[2];
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string province = args[3];
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string? location = args.Length >= 5 ? args[4] : null;
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if (ParseUnit(power, type, province, location, out Unit? newUnit)) {
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World = World.Update(units: World.Units.Append(newUnit));
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Console.WriteLine($"Created {newUnit}");
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}
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break;
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default:
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// noop on comments that begin with #
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if (!command.StartsWith('#')) {
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Console.WriteLine($"Unrecognized command: {command}");
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}
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break;
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}
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return this;
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}
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private bool ParseUnit(
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string powerArg,
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string typeArg,
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string provinceArg,
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string? locationArg,
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[NotNullWhen(true)] out Unit? newUnit)
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{
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newUnit = null;
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// Parse the power name by substring matching.
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var matchingPowers = World.Powers.Where(p => p.StartsWithAnyCase(powerArg));
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if (!matchingPowers.Any())
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{
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Console.WriteLine($"No power named \"{powerArg}\"");
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return false;
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}
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if (matchingPowers.Count() > 1)
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{
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Console.WriteLine($"Ambiguous power \"{powerArg}\" between {string.Join(", ", matchingPowers)}");
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return false;
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}
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string power = matchingPowers.First();
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// Parse the unit type by substring matching.
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var matchingTypes = Enum.GetNames<UnitType>().Where(t => t.StartsWithAnyCase(typeArg));
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if (!matchingTypes.Any())
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{
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Console.WriteLine($"No unit type \"{typeArg}\"");
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return false;
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}
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if (matchingTypes.Count() > 1)
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{
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Console.WriteLine($"Ambiguous unit type \"{typeArg}\" between {string.Join(", ", matchingTypes)}");
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return false;
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}
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UnitType type = Enum.Parse<UnitType>(matchingTypes.First());
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// Parse the province by matching the province name or one of its abbreviations,
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// allowing location specifications separated by a forward slash, e.g. spa/nc.
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if (provinceArg.Contains('/')) {
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var split = provinceArg.Split('/', 2);
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locationArg ??= split[1];
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provinceArg = split[0];
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}
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var matchingProvs = World.Provinces.Where(pr
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=> pr.Abbreviations.Any(abv => abv.EqualsAnyCase(provinceArg))
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|| pr.Name.EqualsAnyCase(provinceArg));
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if (!matchingProvs.Any())
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{
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Console.WriteLine($"No province matches \"{provinceArg}\"");
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return false;
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}
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if (matchingProvs.Count() > 1)
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{
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Console.WriteLine($"Ambiguous province \"{provinceArg}\" between {string.Join(", ", matchingProvs)}");
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return false;
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}
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Province province = matchingProvs.First();
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Location location;
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locationArg ??= type == UnitType.Army ? "land" : "water";
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var matchingLocs = locationArg is null
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? province.Locations.Where(loc
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=> type == UnitType.Army && loc.Type == LocationType.Land
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|| type == UnitType.Fleet && loc.Type == LocationType.Water)
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: province.Locations.Where(loc
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=> loc.Name.EqualsAnyCase(locationArg)
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|| loc.Abbreviation.EqualsAnyCase(locationArg));
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if (!matchingLocs.Any()) {
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Console.WriteLine($"Province {province.Name} has no {locationArg} location");
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return false;
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}
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location = matchingLocs.First();
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newUnit = Unit.Build(location.Key, Season.First, powerArg, type);
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return true;
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}
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}
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