HoldStrength uses season string
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@ -8,7 +8,7 @@ public class MovementDecisions
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public Dictionary<Unit, IsDislodged> IsDislodged { get; }
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public Dictionary<Unit, IsDislodged> IsDislodged { get; }
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public Dictionary<MoveOrder, HasPath> HasPath { get; }
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public Dictionary<MoveOrder, HasPath> HasPath { get; }
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public Dictionary<SupportOrder, GivesSupport> GivesSupport { get; }
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public Dictionary<SupportOrder, GivesSupport> GivesSupport { get; }
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public Dictionary<(Province, Season), HoldStrength> HoldStrength { get; }
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public Dictionary<(Province, string), HoldStrength> HoldStrength { get; }
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public Dictionary<MoveOrder, AttackStrength> AttackStrength { get; }
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public Dictionary<MoveOrder, AttackStrength> AttackStrength { get; }
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public Dictionary<MoveOrder, DefendStrength> DefendStrength { get; }
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public Dictionary<MoveOrder, DefendStrength> DefendStrength { get; }
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public Dictionary<MoveOrder, PreventStrength> PreventStrength { get; }
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public Dictionary<MoveOrder, PreventStrength> PreventStrength { get; }
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@ -91,15 +91,18 @@ public class MovementDecisions
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.Distinct()
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.Distinct()
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.ToList();
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.ToList();
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(Province province, Season season) UnitPoint(Unit unit)
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(Province province, string season) UnitPoint(Unit unit)
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=> (world.Map.GetLocation(unit.Location).Province, unit.Season);
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=> (world.Map.GetLocation(unit.Location).Province, unit.Season.Designation);
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(Province province, Season season) MovePoint(MoveOrder move)
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(Province province, string season) MovePoint(MoveOrder move)
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=> (move.Province, world.Seasons[move.Season]);
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=> (move.Province, move.Season);
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// Create a hold strength decision with an associated order for every province with a unit.
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// Create a hold strength decision with an associated order for every province with a unit.
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foreach (UnitOrder order in relevantOrders)
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foreach (UnitOrder order in relevantOrders)
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{
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{
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HoldStrength[UnitPoint(order.Unit)] = new(UnitPoint(order.Unit), order);
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HoldStrength[UnitPoint(order.Unit)] = new(
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world.Map.GetLocation(order.Unit.Location).Province,
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order.Unit.Season,
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order);
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}
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}
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bool IsIncoming(UnitOrder me, MoveOrder other)
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bool IsIncoming(UnitOrder me, MoveOrder other)
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@ -150,7 +153,7 @@ public class MovementDecisions
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DoesMove[move] = new(move, opposingMove, competing);
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DoesMove[move] = new(move, opposingMove, competing);
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// Ensure a hold strength decision exists for the destination.
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// Ensure a hold strength decision exists for the destination.
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HoldStrength.Ensure(MovePoint(move), () => new(MovePoint(move)));
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HoldStrength.Ensure(MovePoint(move), () => new(move.Province, world.Seasons[move.Season]));
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}
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}
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else if (order is SupportOrder support)
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else if (order is SupportOrder support)
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{
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{
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@ -158,7 +161,9 @@ public class MovementDecisions
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GivesSupport[support] = new(support, incoming);
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GivesSupport[support] = new(support, incoming);
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// Ensure a hold strength decision exists for the target's province.
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// Ensure a hold strength decision exists for the target's province.
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HoldStrength.Ensure(UnitPoint(support.Target), () => new(UnitPoint(support.Target)));
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HoldStrength.Ensure(UnitPoint(support.Target), () => new(
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world.Map.GetLocation(support.Target.Location).Province,
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support.Target.Season));
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if (support is SupportHoldOrder supportHold)
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if (support is SupportHoldOrder supportHold)
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{
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{
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@ -167,7 +172,9 @@ public class MovementDecisions
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else if (support is SupportMoveOrder supportMove)
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else if (support is SupportMoveOrder supportMove)
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{
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{
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// Ensure a hold strength decision exists for the target's destination.
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// Ensure a hold strength decision exists for the target's destination.
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HoldStrength.Ensure(supportMove.Point, () => new(supportMove.Point));
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HoldStrength.Ensure(
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(supportMove.Province, supportMove.Season.Designation),
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() => new(supportMove.Province, supportMove.Season));
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}
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}
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}
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}
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}
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}
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@ -774,7 +774,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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// If there is a head to head battle, a unit at the destination that isn't moving away, or
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// If there is a head to head battle, a unit at the destination that isn't moving away, or
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// a unit at the destination that will fail to move away, then the attacking unit will have
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// a unit at the destination that will fail to move away, then the attacking unit will have
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// to dislodge it.
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// to dislodge it.
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UnitOrder? destOrder = decisions.HoldStrength[(decision.Order.Province, world.Seasons[decision.Order.Season])].Order;
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UnitOrder? destOrder = decisions.HoldStrength[(decision.Order.Province, decision.Order.Season)].Order;
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DoesMove? destMoveAway = destOrder is MoveOrder moveAway
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DoesMove? destMoveAway = destOrder is MoveOrder moveAway
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? decisions.DoesMove[moveAway]
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? decisions.DoesMove[moveAway]
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: null;
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: null;
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@ -953,7 +953,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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// strength.
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// strength.
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NumericAdjudicationDecision defense = decision.OpposingMove != null
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NumericAdjudicationDecision defense = decision.OpposingMove != null
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? decisions.DefendStrength[decision.OpposingMove]
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? decisions.DefendStrength[decision.OpposingMove]
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: decisions.HoldStrength[(decision.Order.Province, world.Seasons[decision.Order.Season])];
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: decisions.HoldStrength[(decision.Order.Province, decision.Order.Season)];
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progress |= ResolveDecision(defense, world, decisions, depth + 1);
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progress |= ResolveDecision(defense, world, decisions, depth + 1);
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// If the attack doesn't beat the defense, resolve the move to false.
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// If the attack doesn't beat the defense, resolve the move to false.
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