Add game setup script handler

This will allow setting up arbitrary test cases when writing test scripts
This commit is contained in:
Jaculabilis 2023-03-18 21:44:51 -07:00 committed by Tim Van Baak
parent 79cfbc2666
commit 36e2224324
2 changed files with 141 additions and 6 deletions

View File

@ -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");

View File

@ -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}");
}
}