Log recursive decision traversal
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@ -275,18 +275,21 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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public List<AdjudicationDecision> AdjudicateOrders(World world, List<Order> orders)
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{
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logger.Log(0, "Beginning adjudication");
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// Define all adjudication decisions to be made.
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MovementDecisions decisions = new(world, orders);
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// Adjudicate all decisions.
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bool progress = false;
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int loopNum = 1;
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do
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{
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logger.Log(1, "Beginning loop {0}", loopNum++);
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progress = false;
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foreach (AdjudicationDecision decision in decisions.Values)
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{
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// This will noop without progress if the decision is already resolved
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progress |= ResolveDecision(decision, world, decisions, depth: 0);
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progress |= ResolveDecision(decision, world, decisions, depth: 2);
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}
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} while (progress);
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@ -294,6 +297,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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{
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throw new ApplicationException("Some orders not resolved!");
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}
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logger.Log(0, "Completed adjudication");
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return decisions.Values.ToList();
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}
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@ -396,6 +400,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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MovementDecisions decisions,
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int depth)
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{
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logger.Log(depth, "ResolveDecision({0})", decision);
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return decision.Resolved ? false : decision switch
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{
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IsDislodged d => ResolveIsUnitDislodged(d, world, decisions, depth + 1),
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@ -416,6 +421,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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MovementDecisions decisions,
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int depth)
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{
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logger.Log(depth, "IsUnitDislodged({0})", decision.Order.Unit);
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bool progress = false;
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// If this unit was ordered to move and is doing so successfully, it cannot be dislodged
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@ -478,6 +484,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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MovementDecisions decisions,
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int depth)
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{
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logger.Log(depth, "DoesMoveHavePath({0})", decision.Order);
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bool progress= false;
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// If the origin and destination are adjacent, then there is a path.
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@ -508,6 +515,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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MovementDecisions decisions,
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int depth)
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{
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logger.Log(depth, "IsSupportGiven({0})", decision.Order);
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bool progress = false;
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// Support is cut when a unit moves into the supporting unit's province with nonzero
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@ -561,6 +569,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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MovementDecisions decisions,
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int depth)
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{
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logger.Log(depth, "HoldStrength({0})", decision.Province);
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bool progress = false;
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// If no unit is in the province, the hold strength is zero.
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@ -603,6 +612,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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MovementDecisions decisions,
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int depth)
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{
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logger.Log(depth, "AttackStrength({0})", decision.Order);
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bool progress = false;
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// If there is no path, the attack strength is zero.
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@ -705,6 +715,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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MovementDecisions decisions,
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int depth)
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{
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logger.Log(depth, "DefendStrength({0})", decision.Order);
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bool progress = false;
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// The defend strength is equal to one plus, at least, the number of known successful
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@ -729,6 +740,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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MovementDecisions decisions,
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int depth)
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{
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logger.Log(depth, "PreventStrength({0})", decision.Order);
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bool progress = false;
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// If there is no path, the prevent strength is zero.
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@ -782,6 +794,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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MovementDecisions decisions,
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int depth)
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{
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logger.Log(depth, "DoesUnitMove({0})", decision.Order);
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bool progress = false;
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// Resolve the move's attack strength.
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