Enable basic World serialization
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@ -1,5 +1,3 @@
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using System.Collections.ObjectModel;
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namespace MultiversalDiplomacy.Model;
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/// <summary>
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@ -15,17 +13,22 @@ public class Map
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/// <summary>
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/// The game map.
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/// </summary>
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public ReadOnlyCollection<Province> Provinces { get; }
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public IReadOnlyCollection<Province> Provinces => _Provinces.AsReadOnly();
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private List<Province> _Provinces { get; }
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/// <summary>
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/// The game powers.
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/// </summary>
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public ReadOnlyCollection<Power> Powers { get; }
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public IReadOnlyCollection<Power> Powers => _Powers.AsReadOnly();
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private List<Power> _Powers { get; }
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private Map(MapType type, IEnumerable<Province> provinces, IEnumerable<Power> powers)
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{
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Provinces = new(provinces.ToList());
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Powers = new(powers.ToList());
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Type = type;
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_Provinces = provinces.ToList();
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_Powers = powers.ToList();
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}
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/// <summary>
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@ -90,8 +93,6 @@ public class Map
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_ => throw new NotImplementedException($"Unknown variant {type}"),
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};
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#region Variants
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public static Map Test => _Test.Value;
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private static readonly Lazy<Map> _Test = new(() => {
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@ -117,6 +118,7 @@ public class Map
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// Define the provinces of the standard world map.
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List<Province> provinces =
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[
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#region Provinces
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Province.Empty("North Africa", "NAF")
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.AddLandLocation()
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.AddCoastLocation(),
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@ -313,6 +315,7 @@ public class Map
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.AddOceanLocation(),
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Province.Empty("Western Mediterranean Sea", "WMS", "WES")
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.AddOceanLocation(),
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#endregion
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];
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// Declare some helpers for border definitions
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@ -334,6 +337,7 @@ public class Map
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void AddBorders(string provinceName, Func<string, Location> LocationType, params string[] borders)
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=> AddBordersTo(LocationType(provinceName), LocationType, borders);
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#region Borders
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AddBorders("NAF", Land, "TUN");
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AddBorders("NAF", Water, "MAO", "WES", "TUN");
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@ -547,6 +551,7 @@ public class Map
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AddBorders("WES", Water, "LYO", "TYS", "TUN", "NAF", "MAO");
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Water("WES").AddBorder(Coast("SPA", "sc"));
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#endregion
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List<Power> powers =
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[
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@ -561,6 +566,4 @@ public class Map
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return new(MapType.Classical, provinces, powers);
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});
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#endregion Variants
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}
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}
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@ -1,9 +1,12 @@
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using System.Text.Json.Serialization;
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namespace MultiversalDiplomacy.Model;
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/// <summary>
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/// A shared counter for handing out new timeline designations.
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/// </summary>
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public class TimelineFactory
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[JsonConverter(typeof(TimelineFactoryJsonConverter))]
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public class TimelineFactory(int nextTimeline)
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{
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private static readonly char[] Letters = [
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'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j',
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@ -44,7 +47,9 @@ public class TimelineFactory
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return new string(result.ToArray());
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}
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private int nextTimeline = 0;
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public TimelineFactory() : this(0) { }
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public int nextTimeline = nextTimeline;
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public string NextTimeline() => IntToString(nextTimeline++);
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}
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13
MultiversalDiplomacy/Model/TimelineFactoryJsonConverter.cs
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13
MultiversalDiplomacy/Model/TimelineFactoryJsonConverter.cs
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using System.Text.Json;
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using System.Text.Json.Serialization;
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namespace MultiversalDiplomacy.Model;
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internal class TimelineFactoryJsonConverter : JsonConverter<TimelineFactory>
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{
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public override TimelineFactory? Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options)
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=> new(reader.GetInt32());
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public override void Write(Utf8JsonWriter writer, TimelineFactory value, JsonSerializerOptions options)
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=> writer.WriteNumberValue(value.nextTimeline);
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}
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@ -17,30 +17,33 @@ public class World
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/// <summary>
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/// The map variant of the game.
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/// </summary>
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/// <remarks>
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/// While this is serialized to JSON, deserialization uses it to populate <see cref="Map"/>
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/// </remarks>
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public MapType MapType => this.Map.Type;
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/// <summary>
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/// The game map.
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/// </summary>
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[JsonIgnore]
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public ReadOnlyCollection<Province> Provinces => this.Map.Provinces;
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public IReadOnlyCollection<Province> Provinces => this.Map.Provinces;
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/// <summary>
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/// The game powers.
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/// </summary>
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[JsonIgnore]
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public ReadOnlyCollection<Power> Powers => this.Map.Powers;
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public IReadOnlyCollection<Power> Powers => this.Map.Powers;
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/// <summary>
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/// The state of the multiverse.
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/// </summary>
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public ReadOnlyCollection<Season> Seasons { get; }
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public List<Season> Seasons { get; }
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/// <summary>
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/// Lookup for seasons by designation.
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/// </summary>
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[JsonIgnore]
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public ReadOnlyDictionary<string, Season> SeasonLookup { get; }
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public Dictionary<string, Season> SeasonLookup { get; }
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/// <summary>
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/// The first season of the game.
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@ -51,17 +54,17 @@ public class World
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/// <summary>
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/// All units in the multiverse.
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/// </summary>
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public ReadOnlyCollection<Unit> Units { get; }
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public List<Unit> Units { get; }
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/// <summary>
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/// All retreating units in the multiverse.
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/// </summary>
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public ReadOnlyCollection<RetreatingUnit> RetreatingUnits { get; }
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public List<RetreatingUnit> RetreatingUnits { get; }
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/// <summary>
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/// Orders given to units in each season.
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/// </summary>
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public ReadOnlyDictionary<string, OrderHistory> OrderHistory { get; }
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public Dictionary<string, OrderHistory> OrderHistory { get; }
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/// <summary>
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/// The shared timeline number generator.
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@ -73,15 +76,36 @@ public class World
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/// </summary>
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public Options Options { get; }
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[JsonConstructor]
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public World(
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MapType mapType,
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List<Season> seasons,
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List<Unit> units,
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List<RetreatingUnit> retreatingUnits,
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Dictionary<string, OrderHistory> orderHistory,
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TimelineFactory timelines,
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Options options)
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{
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this.Map = Map.FromType(mapType);
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this.Seasons = seasons;
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this.Units = units;
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this.RetreatingUnits = retreatingUnits;
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this.OrderHistory = orderHistory;
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this.Timelines = timelines;
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this.Options = options;
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this.SeasonLookup = new(Seasons.ToDictionary(season => $"{season.Timeline}{season.Turn}"));
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}
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/// <summary>
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/// Create a new World, providing all state data.
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/// </summary>
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private World(
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Map map,
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ReadOnlyCollection<Season> seasons,
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ReadOnlyCollection<Unit> units,
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ReadOnlyCollection<RetreatingUnit> retreatingUnits,
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ReadOnlyDictionary<string, OrderHistory> orderHistory,
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List<Season> seasons,
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List<Unit> units,
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List<RetreatingUnit> retreatingUnits,
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Dictionary<string, OrderHistory> orderHistory,
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TimelineFactory timelines,
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Options options)
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{
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@ -101,10 +125,10 @@ public class World
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/// </summary>
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private World(
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World previous,
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ReadOnlyCollection<Season>? seasons = null,
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ReadOnlyCollection<Unit>? units = null,
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ReadOnlyCollection<RetreatingUnit>? retreatingUnits = null,
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ReadOnlyDictionary<string, OrderHistory>? orderHistory = null,
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List<Season>? seasons = null,
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List<Unit>? units = null,
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List<RetreatingUnit>? retreatingUnits = null,
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Dictionary<string, OrderHistory>? orderHistory = null,
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Options? options = null)
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: this(
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previous.Map,
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@ -219,7 +243,7 @@ public class World
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}
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/// <summary>
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/// Create a continuation of this season if it has no futures, otherwise ceate a fork.
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/// Create a continuation of this season if it has no futures, otherwise create a fork.
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/// </summary>
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public Season ContinueOrFork(Season season)
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=> GetFutures(season).Any()
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@ -237,6 +261,9 @@ public class World
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public Season GetSeason(string timeline, int turn)
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=> GetSeason($"{timeline}{turn}");
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/// <summary>
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/// Get a season by designation.
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/// </summary>
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public Season GetSeason(string designation)
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=> SeasonLookup[designation];
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@ -9,19 +9,40 @@ namespace MultiversalDiplomacyTests;
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public class SerializationTest
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{
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private JsonSerializerOptions Options = new() {
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WriteIndented = true,
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PropertyNamingPolicy = JsonNamingPolicy.CamelCase,
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};
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[Test]
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public void SerializeRoundTrip_NewGame()
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{
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JsonSerializerOptions options = new() {
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WriteIndented = true,
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PropertyNamingPolicy = JsonNamingPolicy.CamelCase,
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};
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World world = World.WithStandardMap();
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string serialized = JsonSerializer.Serialize(world, options);
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Console.WriteLine(serialized);
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World? deserialized = JsonSerializer.Deserialize<World>(serialized, options);
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string serialized = JsonSerializer.Serialize(world, Options);
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World? deserialized = JsonSerializer.Deserialize<World>(serialized, Options);
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Assert.That(deserialized, Is.Not.Null, "Failed to deserialize");
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Assert.That(deserialized!.Map, Is.Not.Null, "Failed to deserialize map");
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Assert.That(deserialized!.Seasons, Is.Not.Null, "Failed to deserialize seasons");
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Assert.That(deserialized!.Units, Is.Not.Null, "Failed to deserialize units");
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Assert.That(deserialized!.RetreatingUnits, Is.Not.Null, "Failed to deserialize retreats");
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Assert.That(deserialized!.OrderHistory, Is.Not.Null, "Failed to deserialize history");
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Assert.That(deserialized!.Timelines, Is.Not.Null, "Failed to deserialize timelines");
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Assert.That(deserialized!.Options, Is.Not.Null, "Failed to deserialize options");
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Assert.That(deserialized.Timelines.nextTimeline, Is.EqualTo(world.Timelines.nextTimeline));
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JsonElement document = JsonSerializer.SerializeToDocument(world, Options).RootElement;
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Assert.That(
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document.EnumerateObject().Select(prop => prop.Name),
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Is.EquivalentTo(new List<string> {
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"mapType",
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"seasons",
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"units",
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"retreatingUnits",
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"orderHistory",
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"options",
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"timelines",
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}));
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}
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[Test]
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@ -45,25 +66,11 @@ public class SerializationTest
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setup.UpdateWorld();
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// Serialize the world
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JsonSerializerOptions options = new() {
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WriteIndented = true,
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PropertyNamingPolicy = JsonNamingPolicy.CamelCase,
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};
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JsonElement serialized = JsonSerializer.SerializeToDocument(setup.World, options).RootElement;
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Assert.That(
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serialized.EnumerateObject().Select(prop => prop.Name),
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Is.EquivalentTo(new List<string> {
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"mapType",
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"seasons",
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"units",
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"retreatingUnits",
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"orderHistory",
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"options",
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}));
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string serialized = JsonSerializer.Serialize(setup.World, Options);
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// Deserialize the world
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World reserialized = JsonSerializer.Deserialize<World>(serialized)
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Console.WriteLine(serialized);
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World reserialized = JsonSerializer.Deserialize<World>(serialized, Options)
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?? throw new AssertionException("Failed to reserialize world");
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// Resume the test case
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