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@ -92,7 +92,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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// Map adjacency
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order.Unit.Location.Adjacents.Contains(order.Location)
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// Turn adjacency
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&& Math.Abs(order.Unit.Season.Turn - order.Season.Turn) <= 1
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&& order.Unit.Season.Turn - order.Season.Turn <= 1
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// Timeline adjacency
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&& order.Unit.Season.InAdjacentTimeline(order.Season));
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List<MoveOrder> adjacentMoveOrders = moveOrdersByAdjacency[true].ToList();
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@ -178,7 +178,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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order.Unit.Location.Adjacents.Any(
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adjLocation => adjLocation.Province == order.Target.Province)
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// Turn adjacency
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&& Math.Abs(order.Unit.Season.Turn - order.Target.Season.Turn) <= 1
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&& order.Unit.Season.Turn - order.Target.Season.Turn <= 1
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// Timeline adjacency
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&& order.Unit.Season.InAdjacentTimeline(order.Target.Season),
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ValidationReason.UnreachableSupport,
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@ -210,7 +210,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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order.Unit.Location.Adjacents.Any(
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adjLocation => adjLocation.Province == order.Province)
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// Turn adjacency
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&& Math.Abs(order.Unit.Season.Turn - order.Season.Turn) <= 1
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&& order.Unit.Season.Turn - order.Season.Turn <= 1
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// Timeline adjacency
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&& order.Unit.Season.InAdjacentTimeline(order.Season),
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ValidationReason.UnreachableSupport,
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@ -531,6 +531,20 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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$"History changed for {order.Unit}: dislodge {previous} => {dislodged.Outcome}");
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return progress;
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}
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// logger.Log(0, "world.OrderHistory");
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// foreach ((Season s, OrderHistory oh) in world.OrderHistory)
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// {
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// logger.Log(1, $"{s}");
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// logger.Log(2, "Orders:");
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// foreach (UnitOrder o in oh.Orders)
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// logger.Log(3, $"{o}");
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// logger.Log(2, "Dislodges:");
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// foreach ((Unit u, bool outcome) in oh.IsDislodgedOutcomes)
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// logger.Log(3, $"{u} = {outcome}");
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// logger.Log(2, "Moves:");
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// foreach ((MoveOrder m, bool outcome) in oh.DoesMoveOutcomes)
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// logger.Log(3, $"{m} = {outcome}");
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// }
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anyUnresolved |= !dislodged.Resolved;
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if (order is MoveOrder moveOrder)
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@ -637,7 +651,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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if (// Map adjacency
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decision.Order.Unit.Location.Adjacents.Contains(decision.Order.Location)
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// Turn adjacency
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&& Math.Abs(decision.Order.Unit.Season.Turn - decision.Order.Season.Turn) <= 1
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&& decision.Order.Unit.Season.Turn - decision.Order.Season.Turn <= 1
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// Timeline adjacency
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&& decision.Order.Unit.Season.InAdjacentTimeline(decision.Order.Season))
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{
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@ -5,21 +5,6 @@ namespace MultiversalDiplomacy.Model;
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/// </summary>
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public class Season
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{
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/// <summary>
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/// A shared counter for handing out new timeline numbers.
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/// </summary>
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private class TimelineFactory
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{
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private int nextTimeline = 0;
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public int NextTimeline() => nextTimeline++;
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}
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/// <summary>
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/// The first turn number.
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/// </summary>
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public const int FIRST_TURN = 0;
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/// <summary>
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/// The season immediately preceding this season.
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/// If this season is an alternate timeline root, the past is from the origin timeline.
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@ -32,7 +17,7 @@ public class Season
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/// Phases that only occur after the fall phase occur when Turn % 2 == 1.
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/// The current year is (Turn / 2) + 1901.
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/// </summary>
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public int Turn { get; }
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public Turn Turn { get; }
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/// <summary>
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/// The timeline to which this season belongs.
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@ -42,10 +27,10 @@ public class Season
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/// <summary>
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/// The season's spatial location as a turn-timeline tuple.
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/// </summary>
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public (int Turn, int Timeline) Coord => (this.Turn, this.Timeline);
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public (Turn Turn, int Timeline) Coord => (this.Turn, this.Timeline);
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/// <summary>
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/// The shared timeline number generator.
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/// The shared timeline number generator created by the root season.
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/// </summary>
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private TimelineFactory Timelines { get; }
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@ -55,13 +40,13 @@ public class Season
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public IEnumerable<Season> Futures => this.FutureList;
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private List<Season> FutureList { get; }
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private Season(Season? past, int turn, int timeline, TimelineFactory factory)
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private Season(Season? past, Turn turn, int timeline, TimelineFactory factory)
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{
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this.Past = past;
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this.Turn = turn;
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this.Timeline = timeline;
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this.Timelines = factory;
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this.FutureList = new();
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Past = past;
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Turn = turn;
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Timeline = timeline;
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Timelines = factory;
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FutureList = new();
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if (past != null)
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{
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@ -71,9 +56,12 @@ public class Season
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public override string ToString()
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{
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return $"{this.Timeline}@{this.Turn}";
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return $"{this.Timeline}@{Turn}";
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}
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public string ToShort()
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=> $"{Timeline}@{Turn.ToShort()}";
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/// <summary>
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/// Create a root season at the beginning of time.
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/// </summary>
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@ -82,8 +70,8 @@ public class Season
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TimelineFactory factory = new TimelineFactory();
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return new Season(
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past: null,
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turn: FIRST_TURN,
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timeline: factory.NextTimeline(),
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turn: new Turn(Turn.FIRST_TURN),
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timeline: factory.Next().number,
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factory: factory);
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}
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@ -91,13 +79,13 @@ public class Season
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/// Create a season immediately after this one in the same timeline.
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/// </summary>
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public Season MakeNext()
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=> new Season(this, this.Turn + 1, this.Timeline, this.Timelines);
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=> new Season(this, Turn.Next, Timeline, Timelines);
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/// <summary>
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/// Create a season immediately after this one in a new timeline.
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/// </summary>
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public Season MakeFork()
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=> new Season(this, this.Turn + 1, this.Timelines.NextTimeline(), this.Timelines);
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=> new Season(this, Turn.Next, Timelines.Next().number, Timelines);
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/// <summary>
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/// Returns the first season in this season's timeline. The first season is the
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@ -105,8 +93,8 @@ public class Season
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/// the root of that timeline.
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/// </summary>
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public Season TimelineRoot()
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=> this.Past != null && this.Timeline == this.Past.Timeline
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? this.Past.TimelineRoot()
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=> Past != null && Timeline == Past.Timeline
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? Past.TimelineRoot()
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: this;
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/// <summary>
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@ -172,7 +160,7 @@ public class Season
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foreach (Season timelineRoot in adjacentTimelineRoots)
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{
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for (Season? branchSeason = timelineRoot;
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branchSeason != null && branchSeason.Turn <= this.Turn + 1;
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branchSeason != null && branchSeason.Turn <= this.Turn.Next;
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branchSeason = branchSeason.FutureList
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.FirstOrDefault(s => s!.Timeline == branchSeason.Timeline, null))
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{
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@ -0,0 +1,139 @@
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using System.Diagnostics.CodeAnalysis;
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namespace MultiversalDiplomacy.Model;
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/// <summary>
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/// A timeline of a game. Essentially a wrapper around <see cref="int"/> for tracking the multiversal dimension.
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/// </summary>
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public struct Timeline
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{
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public readonly int number;
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/// <summary>
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/// Timeline designations for differentiating timelines. Shortenable to the first character.
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/// </summary>
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private static readonly string[] primaryDesignations = new string[]
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{
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"alfa",
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"bravo",
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"charlie",
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"delta",
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"echo",
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"foxtrot",
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"golf",
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"hotel",
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"india",
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"juliett",
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"kilo",
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"lima",
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"mike",
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"november",
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"oscar",
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"papa",
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"quebec",
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"romeo",
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"sierra",
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"tango",
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"uniform",
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"victor",
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"whiskey",
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"xray",
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"yankee",
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"zulu"
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};
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/// <summary>
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/// Disambiguators used once all primary timeline designations have been used.
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/// </summary>
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private static readonly string[] secondaryDesignations = new string[]
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{
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"",
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"-prime",
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"-second",
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"-third",
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"-fourth",
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"-fifth",
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"-sixth",
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"-seventh",
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"-eighth",
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"-ninth",
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};
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/// <summary>
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/// Short versions of the secondary timeline disambiguators.
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/// </summary>
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private static readonly string[] secondaryDesignationsShort = new string[]
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{
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"",
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"'",
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"\"",
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"\x2073",
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"\x2074",
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"\x2075",
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"\x2076",
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"\x2077",
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"\x2078",
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"\x2079",
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};
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public Timeline(int number)
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{
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if (number < FIRST_TIMELINE)
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{
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throw new ArgumentException($"Invalid timeline number: {number}", nameof(number));
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}
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if (number >= primaryDesignations.Length * secondaryDesignations.Length)
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{
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throw new ArgumentException($"Timeline number too high: {number}", nameof(number));
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}
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this.number = number;
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}
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/// <summary>
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/// The first timeline number.
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/// </summary>
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public const int FIRST_TIMELINE = 0;
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/// <summary>
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/// Which primary designation the timeline has.
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/// </summary>
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private int primaryIndex => number % primaryDesignations.Length;
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/// <summary>
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/// Which secondary designation the timeline has.
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/// </summary>
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private int secondaryIndex => number / primaryDesignations.Length;
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/// <summary>
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/// Returns the timeline's full string representation.
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/// </summary>
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/// <returns>The timeline designation as a string, such as "bravo" or "delta-prime".</returns>
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public override string ToString()
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=> primaryDesignations[primaryIndex] + secondaryDesignations[secondaryIndex];
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/// <summary>
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/// Returns a shorter string representation of the timeline.
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/// </summary>
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/// <returns>The timeline's designation as a string, such as "b" or "d'".</returns>
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public string ToShort()
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=> primaryDesignations[primaryIndex][0] + secondaryDesignationsShort[secondaryIndex];
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/// <summary>
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/// Returns a value indicating whether this instance is equal to a specified <see cref="Timeline"/> value.
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/// </summary>
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/// <returns>true if obj has the same value as this instance; otherwise, false.</returns>
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public override bool Equals([NotNullWhen(true)] object? obj)
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=> obj is Timeline other
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? number.Equals(other.number)
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: false;
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/// <summary>
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/// Returns the hash code for this instance.
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/// </summary>
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/// <returns>A 32-bit signed integer hash code.</returns>
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public override int GetHashCode()
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=> number.GetHashCode();
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public static int operator -(Timeline first, Timeline second)
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=> Math.Abs(first.number - second.number);
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}
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@ -0,0 +1,16 @@
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namespace MultiversalDiplomacy.Model;
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/// <summary>
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/// A ratchet counter for creating timelines.
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/// </summary>
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public class TimelineFactory
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{
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private int nextTimeline;
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public TimelineFactory()
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{
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nextTimeline = 0;
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}
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public Timeline Next() => new(nextTimeline++);
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}
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@ -0,0 +1,74 @@
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using System.Diagnostics.CodeAnalysis;
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namespace MultiversalDiplomacy.Model;
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/// <summary>
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/// A turn of a game. Essentially a wrapper around <see cref="int"/> for tracking the temporal dimension.
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/// </summary>
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public struct Turn
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{
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/// <summary>
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/// The first turn number.
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/// </summary>
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public const int FIRST_TURN = 0;
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/// <summary>
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/// The first turn.
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/// </summary>
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public static readonly Turn First = new(FIRST_TURN);
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/// <summary>
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/// This turn's number.
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/// </summary>
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private readonly int number;
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public Turn(int number)
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{
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if (number < FIRST_TURN)
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{
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throw new ArgumentException($"Invalid turn number: {number}", nameof(number));
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}
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this.number = number;
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}
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/// <summary>
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/// Returns the turn's string representation as a Diplomacy season.
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/// </summary>
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/// <returns>The season and year as a string, e.g. "Spring 1901".</returns>
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public override string ToString()
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=> $"{(number % 2 == 0 ? "Spring" : "Fall")} {1901 + (number / 2)}";
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/// <summary>
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/// Returns a shorter string representation of the turn.
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/// </summary>
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/// <returns>The season and year as a string, e.g. "S'01".</returns>
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public string ToShort()
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=> $"{(number % 2 == 0 ? "S" : "F")}'{number / 2:D2}";
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/// <summary>
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/// Returns a value indicating whether this instance is equal to a specified <see cref="Turn"/> value.
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/// </summary>
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/// <returns>true if obj has the same value as this instance; otherwise, false.</returns>
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public override bool Equals([NotNullWhen(true)] object? obj)
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=> obj is Turn other
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? number.Equals(other.number)
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: false;
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/// <summary>
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/// Returns the hash code for this instance.
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/// </summary>
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/// <returns>A 32-bit signed integer hash code.</returns>
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public override int GetHashCode()
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=> number.GetHashCode();
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public static int operator -(Turn first, Turn second)
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=> Math.Abs(first.number - second.number);
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public static bool operator ==(Turn first, Turn second)
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=> first.number == second.number;
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public static bool operator !=(Turn first, Turn second)
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=> first.number != second.number;
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public Turn Next => new Turn(number + 1);
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}
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@ -256,7 +256,7 @@ public class World
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/// <summary>
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/// Get a season by coordinate. Throws if the season is not found.
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/// </summary>
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public Season GetSeason(int turn, int timeline)
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public Season GetSeason(Turn turn, int timeline)
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{
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Season? foundSeason = this.Seasons.SingleOrDefault(
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s => s!.Turn == turn && s.Timeline == timeline,
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|
@ -282,7 +282,7 @@ public class World
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/// <summary>
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/// Returns a unit in a province. Throws if there are duplicate units.
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/// </summary>
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public Unit GetUnitAt(string provinceName, (int turn, int timeline)? seasonCoord = null)
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public Unit GetUnitAt(string provinceName, (Turn turn, int timeline)? seasonCoord = null)
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{
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Province province = GetProvince(provinceName);
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seasonCoord ??= (this.RootSeason.Turn, this.RootSeason.Timeline);
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|
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@ -42,7 +42,7 @@ public class TimeTravelTest
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"Failed to fork timeline when unit moved in");
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// Confirm that there is a unit in Tyr 1:1 originating from Mun 1:0
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Season fork = world.GetSeason(1, 1);
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Season fork = world.GetSeason(new(1), 1);
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Unit originalUnit = world.GetUnitAt("Mun", s0.Coord);
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Unit aMun0 = world.GetUnitAt("Mun", s1.Coord);
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Unit aTyr = world.GetUnitAt("Tyr", fork.Coord);
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@ -91,7 +91,7 @@ public class TimeTravelTest
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// Confirm that an alternate future is created.
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World world = setup.UpdateWorld();
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Season fork = world.GetSeason(1, 1);
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Season fork = world.GetSeason(new(1), 1);
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Unit tyr1 = world.GetUnitAt("Tyr", fork.Coord);
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Assert.That(
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tyr1.Past,
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@ -140,7 +140,7 @@ public class TimeTravelTest
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Is.EqualTo(1),
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"A failed move incorrectly forked the timeline");
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Assert.That(s1.Futures.Count(), Is.EqualTo(1));
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Season s2 = world.GetSeason(s1.Turn + 1, s1.Timeline);
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Season s2 = world.GetSeason(s1.Turn.Next, s1.Timeline);
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Assert.That(s2.Futures.Count(), Is.EqualTo(0));
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}
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|
@ -182,7 +182,7 @@ public class TimeTravelTest
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Is.EqualTo(1),
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"A superfluous support incorrectly forked the timeline");
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Assert.That(s1.Futures.Count(), Is.EqualTo(1));
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Season s2 = world.GetSeason(s1.Turn + 1, s1.Timeline);
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Season s2 = world.GetSeason(s1.Turn.Next, s1.Timeline);
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Assert.That(s2.Futures.Count(), Is.EqualTo(0));
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}
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|
@ -233,9 +233,9 @@ public class TimeTravelTest
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s1_1.Futures.Count(),
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Is.EqualTo(1),
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"A cross-timeline support incorrectly forked the head of the timeline");
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Season s3_0 = world.GetSeason(s2_0.Turn + 1, s2_0.Timeline);
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Season s3_0 = world.GetSeason(s2_0.Turn.Next, s2_0.Timeline);
|
||||
Assert.That(s3_0.Futures.Count(), Is.EqualTo(0));
|
||||
Season s2_1 = world.GetSeason(s1_1.Turn + 1, s1_1.Timeline);
|
||||
Season s2_1 = world.GetSeason(s1_1.Turn.Next, s1_1.Timeline);
|
||||
Assert.That(s2_1.Futures.Count(), Is.EqualTo(0));
|
||||
}
|
||||
|
||||
|
|
|
@ -174,7 +174,7 @@ public class MovementAdjudicatorTest
|
|||
Assert.That(future.Past, Is.EqualTo(updated.RootSeason));
|
||||
Assert.That(future.Futures, Is.Empty);
|
||||
Assert.That(future.Timeline, Is.EqualTo(updated.RootSeason.Timeline));
|
||||
Assert.That(future.Turn, Is.EqualTo(Season.FIRST_TURN + 1));
|
||||
Assert.That(future.Turn, Is.EqualTo(Turn.First.Next));
|
||||
|
||||
// Confirm the unit was created
|
||||
Assert.That(updated.Units.Count, Is.EqualTo(2));
|
||||
|
@ -199,11 +199,11 @@ public class MovementAdjudicatorTest
|
|||
World updated = setup.UpdateWorld();
|
||||
|
||||
// Confirm the future was created
|
||||
Season s2 = updated.GetSeason(1, 0);
|
||||
Season s2 = updated.GetSeason(new(1), 0);
|
||||
Assert.That(s2.Past, Is.EqualTo(s1));
|
||||
Assert.That(s2.Futures, Is.Empty);
|
||||
Assert.That(s2.Timeline, Is.EqualTo(s1.Timeline));
|
||||
Assert.That(s2.Turn, Is.EqualTo(s1.Turn + 1));
|
||||
Assert.That(s2.Turn, Is.EqualTo(s1.Turn.Next));
|
||||
|
||||
// Confirm the unit was created in the future
|
||||
Unit u2 = updated.GetUnitAt("Mun", s2.Coord);
|
||||
|
@ -227,7 +227,7 @@ public class MovementAdjudicatorTest
|
|||
|
||||
// Update the world again
|
||||
updated = setup.UpdateWorld();
|
||||
Season s3 = updated.GetSeason(s2.Turn + 1, s2.Timeline);
|
||||
Season s3 = updated.GetSeason(s2.Turn.Next, s2.Timeline);
|
||||
Unit u3 = updated.GetUnitAt("Mun", s3.Coord);
|
||||
Assert.That(u3.Past, Is.EqualTo(mun2.Order.Unit));
|
||||
}
|
||||
|
@ -249,11 +249,11 @@ public class MovementAdjudicatorTest
|
|||
World updated = setup.UpdateWorld();
|
||||
|
||||
// Confirm the future was created
|
||||
Season s2 = updated.GetSeason(s1.Turn + 1, s1.Timeline);
|
||||
Season s2 = updated.GetSeason(s1.Turn.Next, s1.Timeline);
|
||||
Assert.That(s2.Past, Is.EqualTo(s1));
|
||||
Assert.That(s2.Futures, Is.Empty);
|
||||
Assert.That(s2.Timeline, Is.EqualTo(s1.Timeline));
|
||||
Assert.That(s2.Turn, Is.EqualTo(s1.Turn + 1));
|
||||
Assert.That(s2.Turn, Is.EqualTo(s1.Turn.Next));
|
||||
|
||||
// Confirm the unit was created in the future
|
||||
Unit u2 = updated.GetUnitAt("Tyr", s2.Coord);
|
||||
|
@ -277,7 +277,7 @@ public class MovementAdjudicatorTest
|
|||
|
||||
// Update the world again
|
||||
updated = setup.UpdateWorld();
|
||||
Season s3 = updated.GetSeason(s2.Turn + 1, s2.Timeline);
|
||||
Season s3 = updated.GetSeason(s2.Turn.Next, s2.Timeline);
|
||||
Unit u3 = updated.GetUnitAt("Mun", s3.Coord);
|
||||
Assert.That(u3.Past, Is.EqualTo(u2));
|
||||
}
|
||||
|
|
|
@ -19,7 +19,7 @@ public class TestCaseBuilder
|
|||
/// <summary>
|
||||
/// Choose a new season to define orders for.
|
||||
/// </summary>
|
||||
public ISeasonContext this[(int turn, int timeline) seasonCoord] { get; }
|
||||
public ISeasonContext this[(Turn turn, int timeline) seasonCoord] { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the context for defining the orders for a power.
|
||||
|
@ -40,7 +40,7 @@ public class TestCaseBuilder
|
|||
/// <summary>
|
||||
/// Choose a new season to define orders for.
|
||||
/// </summary>
|
||||
public ISeasonContext this[(int turn, int timeline) seasonCoord] { get; }
|
||||
public ISeasonContext this[(Turn turn, int timeline) seasonCoord] { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the context for defining the orders for another power.
|
||||
|
@ -188,7 +188,7 @@ public class TestCaseBuilder
|
|||
/// <summary>
|
||||
/// Choose a new season to define orders for.
|
||||
/// </summary>
|
||||
public ISeasonContext this[(int turn, int timeline) seasonCoord] { get; }
|
||||
public ISeasonContext this[(Turn turn, int timeline) seasonCoord] { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the context for defining the orders for another power.
|
||||
|
@ -234,12 +234,12 @@ public class TestCaseBuilder
|
|||
/// <summary>
|
||||
/// Get the context for defining the orders for a power. Defaults to the root season.
|
||||
/// </summary>
|
||||
public IPowerContext this[string powerName] => this[(0, 0)][powerName];
|
||||
public IPowerContext this[string powerName] => this[(Turn.First, 0)][powerName];
|
||||
|
||||
/// <summary>
|
||||
/// Get the context for defining the orders for a season.
|
||||
/// </summary>
|
||||
public ISeasonContext this[(int turn, int timeline) seasonCoord]
|
||||
public ISeasonContext this[(Turn turn, int timeline) seasonCoord]
|
||||
=> new SeasonContext(this, this.World.GetSeason(seasonCoord.turn, seasonCoord.timeline));
|
||||
|
||||
/// <summary>
|
||||
|
@ -327,7 +327,7 @@ public class TestCaseBuilder
|
|||
this.Season = season;
|
||||
}
|
||||
|
||||
public ISeasonContext this[(int turn, int timeline) seasonCoord]
|
||||
public ISeasonContext this[(Turn turn, int timeline) seasonCoord]
|
||||
=> this.Builder[(seasonCoord.turn, seasonCoord.timeline)];
|
||||
|
||||
public IPowerContext this[string powerName]
|
||||
|
@ -353,7 +353,7 @@ public class TestCaseBuilder
|
|||
this.Power = Power;
|
||||
}
|
||||
|
||||
public ISeasonContext this[(int turn, int timeline) seasonCoord]
|
||||
public ISeasonContext this[(Turn turn, int timeline) seasonCoord]
|
||||
=> this.SeasonContext[seasonCoord];
|
||||
|
||||
public IPowerContext this[string powerName]
|
||||
|
@ -623,7 +623,7 @@ public class TestCaseBuilder
|
|||
return this.Builder;
|
||||
}
|
||||
|
||||
public ISeasonContext this[(int turn, int timeline) seasonCoord]
|
||||
public ISeasonContext this[(Turn turn, int timeline) seasonCoord]
|
||||
=> this.SeasonContext[seasonCoord];
|
||||
|
||||
public IPowerContext this[string powerName]
|
||||
|
|
Loading…
Reference in New Issue