diff --git a/MultiversalDiplomacy/Script/ReplScriptHandler.cs b/MultiversalDiplomacy/Script/ReplScriptHandler.cs
index 37d2622..16726a7 100644
--- a/MultiversalDiplomacy/Script/ReplScriptHandler.cs
+++ b/MultiversalDiplomacy/Script/ReplScriptHandler.cs
@@ -32,21 +32,21 @@ public class ReplScriptHandler : IScriptHandler
case "new" when args.Length == 1:
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");
break;
- case "new" when args[1] == "blank":
+ case "new" when args[1] == "custom":
var world = MultiversalDiplomacy.Model.World.WithStandardMap();
- var handler = new GameScriptHandler(world);
+ var setupHandler = new SetupScriptHandler(world);
Console.WriteLine("Created an empty game");
- return handler;
+ return setupHandler;
case "new" when args[1] == "standard":
world = GameController.InitializeWorld();
- handler = new GameScriptHandler(world);
+ var gameHandler = new GameScriptHandler(world);
Console.WriteLine("Created a standard game");
- return handler;
+ return gameHandler;
default:
Console.WriteLine("Unrecognized command");
diff --git a/MultiversalDiplomacy/Script/SetupScriptHandler.cs b/MultiversalDiplomacy/Script/SetupScriptHandler.cs
new file mode 100644
index 0000000..f2c73e8
--- /dev/null
+++ b/MultiversalDiplomacy/Script/SetupScriptHandler.cs
@@ -0,0 +1,135 @@
+using MultiversalDiplomacy.Model;
+
+namespace MultiversalDiplomacy.Script;
+
+///
+/// A script handler for interacting with a loaded game.
+///
+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().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}");
+ }
+}
\ No newline at end of file