Add game setup script handler
This will allow setting up arbitrary test cases when writing test scripts
This commit is contained in:
parent
79cfbc2666
commit
36e2224324
|
@ -32,21 +32,21 @@ public class ReplScriptHandler : IScriptHandler
|
||||||
|
|
||||||
case "new" when args.Length == 1:
|
case "new" when args.Length == 1:
|
||||||
Console.WriteLine("usage:");
|
Console.WriteLine("usage:");
|
||||||
Console.WriteLine(" new blank: standard map, no units");
|
Console.WriteLine(" new custom: standard map, declare units");
|
||||||
Console.WriteLine(" new standard: standard map, standard units");
|
Console.WriteLine(" new standard: standard map, standard units");
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case "new" when args[1] == "blank":
|
case "new" when args[1] == "custom":
|
||||||
var world = MultiversalDiplomacy.Model.World.WithStandardMap();
|
var world = MultiversalDiplomacy.Model.World.WithStandardMap();
|
||||||
var handler = new GameScriptHandler(world);
|
var setupHandler = new SetupScriptHandler(world);
|
||||||
Console.WriteLine("Created an empty game");
|
Console.WriteLine("Created an empty game");
|
||||||
return handler;
|
return setupHandler;
|
||||||
|
|
||||||
case "new" when args[1] == "standard":
|
case "new" when args[1] == "standard":
|
||||||
world = GameController.InitializeWorld();
|
world = GameController.InitializeWorld();
|
||||||
handler = new GameScriptHandler(world);
|
var gameHandler = new GameScriptHandler(world);
|
||||||
Console.WriteLine("Created a standard game");
|
Console.WriteLine("Created a standard game");
|
||||||
return handler;
|
return gameHandler;
|
||||||
|
|
||||||
default:
|
default:
|
||||||
Console.WriteLine("Unrecognized command");
|
Console.WriteLine("Unrecognized command");
|
||||||
|
|
|
@ -0,0 +1,135 @@
|
||||||
|
using MultiversalDiplomacy.Model;
|
||||||
|
|
||||||
|
namespace MultiversalDiplomacy.Script;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A script handler for interacting with a loaded game.
|
||||||
|
/// </summary>
|
||||||
|
public class SetupScriptHandler : IScriptHandler
|
||||||
|
{
|
||||||
|
public SetupScriptHandler(World world)
|
||||||
|
{
|
||||||
|
World = world;
|
||||||
|
}
|
||||||
|
|
||||||
|
public string Prompt => "5dp> ";
|
||||||
|
|
||||||
|
public World World { get; set; }
|
||||||
|
|
||||||
|
public IScriptHandler? HandleInput(string input)
|
||||||
|
{
|
||||||
|
var args = input.Split(' ', StringSplitOptions.RemoveEmptyEntries);
|
||||||
|
if (args.Length == 0)
|
||||||
|
{
|
||||||
|
return new GameScriptHandler(World);
|
||||||
|
}
|
||||||
|
|
||||||
|
var command = args[0];
|
||||||
|
switch (command)
|
||||||
|
{
|
||||||
|
case "help":
|
||||||
|
case "?":
|
||||||
|
Console.WriteLine("commands:");
|
||||||
|
Console.WriteLine(" unit: add a unit to the map");
|
||||||
|
Console.WriteLine(" list: list things in a game category");
|
||||||
|
Console.WriteLine(" enter a blank line to complete setup");
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "list" when args.Length == 1:
|
||||||
|
Console.WriteLine("usage:");
|
||||||
|
Console.WriteLine(" list powers: the powers in the game");
|
||||||
|
Console.WriteLine(" list units: units created so far");
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "list" when args[1] == "powers":
|
||||||
|
Console.WriteLine("Powers:");
|
||||||
|
foreach (Power power in World.Powers)
|
||||||
|
{
|
||||||
|
Console.WriteLine($" {power.Name}");
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "list" when args[1] == "units":
|
||||||
|
Console.WriteLine("Units:");
|
||||||
|
foreach (Unit unit in World.Units)
|
||||||
|
{
|
||||||
|
Console.WriteLine($" {unit}");
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "unit" when args.Length < 4:
|
||||||
|
Console.WriteLine("usage: unit [power] [type] [province]");
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "unit":
|
||||||
|
ParseUnit(args);
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
Console.WriteLine("Unrecognized command");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
return this;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ParseUnit(string[] args)
|
||||||
|
{
|
||||||
|
// Parse the power name by substring matching.
|
||||||
|
string powerArg = args[1].ToLower();
|
||||||
|
var matchingPowers = World.Powers.Where(p => p.Name.ToLower().StartsWith(powerArg));
|
||||||
|
if (matchingPowers.Count() < 1)
|
||||||
|
{
|
||||||
|
Console.WriteLine($"No power named \"{args[1]}\"");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (matchingPowers.Count() > 1)
|
||||||
|
{
|
||||||
|
Console.WriteLine($"Ambiguous power \"{args[1]}\"");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
Power power = matchingPowers.First();
|
||||||
|
|
||||||
|
// Parse the unit type by substring matching.
|
||||||
|
string typeArg = args[2].ToLower();
|
||||||
|
var matchingTypes = Enum.GetNames<UnitType>().Where(t => t.ToLower().StartsWith(typeArg));
|
||||||
|
if (matchingTypes.Count() < 1)
|
||||||
|
{
|
||||||
|
Console.WriteLine($"No unit type \"{args[2]}\"");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (matchingTypes.Count() > 1)
|
||||||
|
{
|
||||||
|
Console.WriteLine($"Ambiguous unit type \"{args[2]}\"");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
UnitType type = (UnitType)Enum.Parse(typeof(UnitType), matchingTypes.First());
|
||||||
|
|
||||||
|
// Parse the province by matching the province name or one of its abbreviations,
|
||||||
|
// allowing location specifications separated by a forward slash, e.g. spa/nc.
|
||||||
|
string provinceArg = args[3].ToLower();
|
||||||
|
var matchingProvs = World.Provinces.Where(pr
|
||||||
|
=> pr.Abbreviations.Any(abv => abv.ToLower() == provinceArg)
|
||||||
|
|| pr.Name.ToLower() == provinceArg);
|
||||||
|
if (matchingProvs.Count() < 1)
|
||||||
|
{
|
||||||
|
Console.WriteLine($"No province matches \"{args[3]}\"");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (matchingTypes.Count() > 1)
|
||||||
|
{
|
||||||
|
Console.WriteLine($"Ambiguous province \"{args[3]}\"");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// TODO: this does not support multi-location provinces correctly
|
||||||
|
Province province = matchingProvs.First();
|
||||||
|
Location location = province.Locations.First(loc
|
||||||
|
=> type == UnitType.Army && loc.Type == LocationType.Land
|
||||||
|
|| type == UnitType.Fleet && loc.Type == LocationType.Water);
|
||||||
|
|
||||||
|
Unit unit = Unit.Build(location, World.RootSeason, power, type);
|
||||||
|
World = World.Update(units: World.Units.Append(unit));
|
||||||
|
|
||||||
|
Console.WriteLine($"Created unit {unit}");
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in New Issue