Refactor adjudication into separate adjudication and update steps
This makes it easier to unit test adjudication decisions directly.
This commit is contained in:
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36ea621782
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6b1b9dce10
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@ -1,4 +1,4 @@
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namespace MultiversalDiplomacy.Adjudicate.Decision;
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namespace MultiversalDiplomacy.Adjudicate;
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/// <summary>
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/// Base class for adjudication decisions. The decision-based adjudication algorithm is based
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@ -0,0 +1,113 @@
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using MultiversalDiplomacy.Model;
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using MultiversalDiplomacy.Orders;
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namespace MultiversalDiplomacy.Adjudicate.Decision;
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public class MovementDecisions
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{
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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<SupportOrder, GivesSupport> GivesSupport { get; }
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public Dictionary<Province, HoldStrength> HoldStrength { 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, PreventStrength> PreventStrength { get; }
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public Dictionary<MoveOrder, DoesMove> DoesMove { get; }
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public IEnumerable<AdjudicationDecision> Values =>
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this.IsDislodged.Values.Cast<AdjudicationDecision>()
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.Concat(this.HasPath.Values)
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.Concat(this.GivesSupport.Values)
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.Concat(this.HoldStrength.Values)
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.Concat(this.AttackStrength.Values)
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.Concat(this.DefendStrength.Values)
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.Concat(this.PreventStrength.Values)
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.Concat(this.DoesMove.Values);
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public MovementDecisions(List<Order> orders)
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{
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this.IsDislodged = new();
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this.HasPath = new();
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this.GivesSupport = new();
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this.HoldStrength = new();
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this.AttackStrength = new();
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this.DefendStrength = new();
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this.PreventStrength = new();
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this.DoesMove = new();
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foreach (UnitOrder order in orders.Cast<UnitOrder>())
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{
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// Create a dislodge decision for this unit.
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List<MoveOrder> incoming = orders
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.OfType<MoveOrder>()
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.Where(move => move.Location.Province == order.Unit.Location.Province)
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.ToList();
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this.IsDislodged[order.Unit] = new(order, incoming);
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// Ensure a hold strength decision exists. Overwrite any previous once, since it may
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// have been created without an order by a previous move or support.
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Province province = order.Unit.Location.Province;
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this.HoldStrength[province] = new(province, order);
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if (order is MoveOrder move)
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{
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// Find supports corresponding to this move.
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List<SupportMoveOrder> supports = orders
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.OfType<SupportMoveOrder>()
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.Where(support => support.IsSupportFor(move))
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.ToList();
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// Determine if this move is a head-to-head battle.
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MoveOrder? opposingMove = orders
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.OfType<MoveOrder>()
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.FirstOrDefault(other => other != null && other.IsOpposing(move), null);
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// Find competing moves.
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List<MoveOrder> competing = orders
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.OfType<MoveOrder>()
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.Where(other => other.Location.Province == move.Location.Province)
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.ToList();
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// Create the move-related decisions.
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this.HasPath[move] = new(move);
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this.AttackStrength[move] = new(move, supports, opposingMove);
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this.DefendStrength[move] = new(move, supports);
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this.PreventStrength[move] = new(move, supports, opposingMove);
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this.DoesMove[move] = new(move, opposingMove, competing);
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// Ensure a hold strength decision exists for the destination.
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Province dest = move.Location.Province;
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if (!this.HoldStrength.ContainsKey(dest))
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{
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this.HoldStrength[dest] = new(dest);
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}
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}
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else if (order is SupportOrder support)
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{
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// Create the support decision.
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this.GivesSupport[support] = new(support, incoming);
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// Ensure a hold strength decision exists for the target's province.
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Province target = support.Target.Location.Province;
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if (!this.HoldStrength.ContainsKey(target))
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{
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this.HoldStrength[target] = new(target);
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}
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if (support is SupportHoldOrder supportHold)
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{
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this.HoldStrength[target].Supports.Add(supportHold);
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}
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else if (support is SupportMoveOrder supportMove)
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{
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// Ensure a hold strength decision exists for the target's destination.
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Province dest = supportMove.Location.Province;
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if (!this.HoldStrength.ContainsKey(dest))
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{
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this.HoldStrength[dest] = new(dest);
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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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@ -23,11 +23,32 @@ public interface IPhaseAdjudicator
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public List<OrderValidation> ValidateOrders(World world, List<Order> orders);
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/// <summary>
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/// Given a list of valid orders, adjudicate the success and failure of the orders. The world
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/// will be updated with new seasons and unit positions and returned alongside the adjudication
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/// results.
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/// Given a list of valid orders, adjudicate the success and failure of the orders. The kinds
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/// of adjudication decisions returned depends on the phase adjudicator.
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/// </summary>
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public (List<OrderAdjudication> results, World updated) AdjudicateOrders(
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World world,
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List<Order> orders);
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/// <param name="world">The global game state.</param>
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/// <param name="orders">
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/// Orders to adjudicate. The order list should contain only valid orders, as validated by
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/// <see cref="ValidateOrders"/>, and should contain exactly one order for every unit able to
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/// be ordered.
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/// </param>
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/// <returns>
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/// A list of adjudication decicions. The decision types will be specific to the phase
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/// adjudicator and should be comprehensible to that adjudicator's <see cref="Update"/> method.
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/// </returns>
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public List<AdjudicationDecision> AdjudicateOrders(World world, List<Order> orders);
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/// <summary>
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/// Given a list of adjudications, update the world according to the adjudication results.
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/// </summary>
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/// <param name="world">The global game state.</param>
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/// <param name="decisions">
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/// The results of adjudication. Like <see cref="AdjudicateOrders"/>, all objects to be updated
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/// should have a relevant adjudication. The adjudication types will be specific to the phase
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/// adjudicator.
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/// </param>
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/// <returns>
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/// A new copy of the world, updated according to the adjudication.
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/// </returns>
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public World UpdateWorld(World world, List<AdjudicationDecision> decisions);
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}
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@ -9,120 +9,6 @@ namespace MultiversalDiplomacy.Adjudicate;
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/// </summary>
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public class MovementPhaseAdjudicator : IPhaseAdjudicator
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{
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private class Decisions
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{
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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<SupportOrder, GivesSupport> GivesSupport { get; }
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public Dictionary<Province, HoldStrength> HoldStrength { 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, PreventStrength> PreventStrength { get; }
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public Dictionary<MoveOrder, DoesMove> DoesMove { get; }
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public List<AdjudicationDecision> UnresolvedDecisions { get; }
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public Decisions(List<Order> orders)
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{
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this.IsDislodged = new();
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this.HasPath = new();
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this.GivesSupport = new();
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this.HoldStrength = new();
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this.AttackStrength = new();
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this.DefendStrength = new();
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this.PreventStrength = new();
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this.DoesMove = new();
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foreach (UnitOrder order in orders.Cast<UnitOrder>())
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{
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// Create a dislodge decision for this unit.
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List<MoveOrder> incoming = orders
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.OfType<MoveOrder>()
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.Where(move => move.Location.Province == order.Unit.Location.Province)
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.ToList();
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this.IsDislodged[order.Unit] = new(order, incoming);
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// Ensure a hold strength decision exists.
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Province province = order.Unit.Location.Province;
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if (!this.HoldStrength.ContainsKey(province))
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{
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this.HoldStrength[province] = new(province, order);
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}
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if (order is MoveOrder move)
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{
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// Find supports corresponding to this move.
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List<SupportMoveOrder> supports = orders
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.OfType<SupportMoveOrder>()
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.Where(support => support.IsSupportFor(move))
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.ToList();
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// Determine if this move is a head-to-head battle.
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MoveOrder? opposingMove = orders
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.OfType<MoveOrder>()
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.FirstOrDefault(other => other != null && other.IsOpposing(move), null);
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// Find competing moves.
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List<MoveOrder> competing = orders
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.OfType<MoveOrder>()
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.Where(other => other.Location.Province == move.Location.Province)
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.ToList();
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// Create the move-related decisions.
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this.HasPath[move] = new(move);
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this.AttackStrength[move] = new(move, supports, opposingMove);
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this.DefendStrength[move] = new(move, supports);
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this.PreventStrength[move] = new(move, supports, opposingMove);
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this.DoesMove[move] = new(move, opposingMove, competing);
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// Ensure a hold strength decision exists for the destination.
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Province dest = move.Location.Province;
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if (!this.HoldStrength.ContainsKey(dest))
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{
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this.HoldStrength[dest] = new(dest);
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}
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}
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else if (order is SupportOrder support)
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{
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// Create the support decision.
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this.GivesSupport[support] = new(support, incoming);
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// Ensure a hold strength decision exists for the target's province.
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Province target = support.Target.Location.Province;
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if (!this.HoldStrength.ContainsKey(target))
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{
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this.HoldStrength[target] = new(target);
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}
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if (support is SupportHoldOrder supportHold)
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{
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this.HoldStrength[target].Supports.Add(supportHold);
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}
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else if (support is SupportMoveOrder supportMove)
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{
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// Ensure a hold strength decision exists for the target's destination.
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Province dest = supportMove.Location.Province;
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if (!this.HoldStrength.ContainsKey(dest))
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{
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this.HoldStrength[dest] = new(dest);
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}
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}
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}
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}
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this.UnresolvedDecisions = new List<AdjudicationDecision>()
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.Concat(this.IsDislodged.Values)
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.Concat(this.HasPath.Values)
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.Concat(this.GivesSupport.Values)
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.Concat(this.HoldStrength.Values)
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.Concat(this.AttackStrength.Values)
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.Concat(this.DefendStrength.Values)
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.Concat(this.PreventStrength.Values)
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.Concat(this.DoesMove.Values)
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.ToList();
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}
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}
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public static IPhaseAdjudicator Instance { get; } = new MovementPhaseAdjudicator();
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public List<OrderValidation> ValidateOrders(World world, List<Order> orders)
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return validationResults;
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}
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public (List<OrderAdjudication> results, World updated) AdjudicateOrders(
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World world,
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List<Order> orders)
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public List<AdjudicationDecision> AdjudicateOrders(World world, List<Order> orders)
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{
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// Define all adjudication decisions to be made.
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Decisions decisions = new Decisions(orders);
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MovementDecisions decisions = new(orders);
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List<AdjudicationDecision> unresolvedDecisions = decisions.Values.ToList();
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// Adjudicate all decisions.
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bool progress = false;
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do
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{
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progress = false;
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foreach (AdjudicationDecision decision in decisions.UnresolvedDecisions.ToList())
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foreach (AdjudicationDecision decision in unresolvedDecisions.ToList())
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{
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progress |= ResolveDecision(decision, world, decisions);
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if (decision.Resolved) decisions.UnresolvedDecisions.Remove(decision);
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if (decision.Resolved) unresolvedDecisions.Remove(decision);
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}
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} while (progress);
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if (decisions.UnresolvedDecisions.Any())
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if (unresolvedDecisions.Any())
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{
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throw new ApplicationException("Some orders not resolved!");
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}
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List<OrderAdjudication> adjudications = new();
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return decisions.Values.ToList();
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}
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// All orders other than move orders are hold orders with extra steps.
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ILookup<bool, Order> moveOrders = orders.ToLookup(order => order is MoveOrder);
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List<Order> nonMoveOrders = moveOrders[false].ToList();
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public World UpdateWorld(World world, List<AdjudicationDecision> decisions)
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{
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Dictionary<MoveOrder, DoesMove> moves = decisions
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.OfType<DoesMove>()
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.ToDictionary(dm => dm.Order);
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// All moves to a particular season in a single phase result in the same future. Keep a
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// record of when a future season has been created.
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@ -413,34 +302,35 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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List<Unit> createdUnits = new();
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List<RetreatingUnit> retreats = new();
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// For each move order with a successful does-move decision, ensure the future exists and
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// progress the unit to the future.
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foreach (MoveOrder move in moveOrders[true].Cast<MoveOrder>())
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// Successful move orders result in the unit moving to the destination and creating a new
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// future, while unsuccessful move orders are processed the same way as non-move orders.
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foreach (DoesMove doesMove in moves.Values)
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{
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DoesMove doesMove = decisions.DoesMove[move];
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if (doesMove.Outcome == true)
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{
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if (!createdFutures.TryGetValue(move.Season, out Season? future))
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if (!createdFutures.TryGetValue(doesMove.Order.Season, out Season? future))
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{
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// A timeline doesn't fork unless it already has a continuation.
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future = move.Season.Futures.Any()
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? move.Season.MakeNext()
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: move.Season.MakeFork();
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createdFutures[move.Season] = future;
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// A timeline that doesn't have a future yet simply continues. Otherwise, it forks.
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future = !doesMove.Order.Season.Futures.Any()
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? doesMove.Order.Season.MakeNext()
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: doesMove.Order.Season.MakeFork();
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createdFutures[doesMove.Order.Season] = future;
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}
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createdUnits.Add(move.Unit.Next(move.Location, future));
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createdUnits.Add(doesMove.Order.Unit.Next(doesMove.Order.Location, future));
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}
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else
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{
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// If the move order failed, the moving unit will stay put, which puts it in the
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// same bucket as the hold orders.
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nonMoveOrders.Add(move);
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}
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adjudications.Add(new(move, doesMove.Outcome == true));
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}
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foreach (UnitOrder order in nonMoveOrders.Cast<UnitOrder>())
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// Process unsuccessful moves, all holds, and all supports.
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foreach (IsDislodged isDislodged in decisions.OfType<IsDislodged>())
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{
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UnitOrder order = isDislodged.Order;
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// Skip the move orders that were processed above.
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if (order is MoveOrder move && moves[move].Outcome == true)
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{
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continue;
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}
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if (!createdFutures.TryGetValue(order.Unit.Season, out Season? future))
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{
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// Any unit given an order is, by definition, at the front of a timeline.
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@ -449,7 +339,6 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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}
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// For each stationary unit that wasn't dislodged, continue it into the future.
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IsDislodged isDislodged = decisions.IsDislodged[order.Unit];
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if (isDislodged.Outcome == false)
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{
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createdUnits.Add(order.Unit.Next(order.Unit.Location, future));
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@ -464,15 +353,6 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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RetreatingUnit retreat = new(order.Unit, validRetreats);
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retreats.Add(retreat);
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}
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if (order is SupportOrder support)
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{
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adjudications.Add(new(support, decisions.GivesSupport[support].Outcome == true));
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}
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else
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{
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adjudications.Add(new(order, isDislodged.Outcome == false));
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}
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}
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// TODO provide more structured information about order outcomes
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@ -482,10 +362,13 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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.WithUnits(world.Units.Concat(createdUnits))
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.WithRetreats(retreats);
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return (adjudications, updated);
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return updated;
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}
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private bool ResolveDecision(AdjudicationDecision decision, World world, Decisions decisions)
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private bool ResolveDecision(
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AdjudicationDecision decision,
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World world,
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MovementDecisions decisions)
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=> decision.Resolved ? false : decision switch
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{
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IsDislodged d => ResolveIsUnitDislodged(d, world, decisions),
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@ -499,7 +382,10 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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_ => throw new NotSupportedException($"Unknown decision type: {decision.GetType()}")
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};
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private bool ResolveIsUnitDislodged(IsDislodged decision, World world, Decisions decisions)
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private bool ResolveIsUnitDislodged(
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IsDislodged decision,
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World world,
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MovementDecisions decisions)
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{
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bool progress = false;
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|
@ -557,7 +443,10 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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return progress;
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}
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private bool ResolveDoesMoveHavePath(HasPath decision, World world, Decisions decisions)
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private bool ResolveDoesMoveHavePath(
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HasPath decision,
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World world,
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MovementDecisions decisions)
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{
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bool progress= false;
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|
@ -583,7 +472,10 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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throw new NotImplementedException(); // TODO
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}
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private bool ResolveIsSupportGiven(GivesSupport decision, World world, Decisions decisions)
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private bool ResolveIsSupportGiven(
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GivesSupport decision,
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||||
World world,
|
||||
MovementDecisions decisions)
|
||||
{
|
||||
bool progress = false;
|
||||
|
||||
|
@ -632,7 +524,10 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
|
|||
return progress;
|
||||
}
|
||||
|
||||
private bool ResolveHoldStrength(HoldStrength decision, World world, Decisions decisions)
|
||||
private bool ResolveHoldStrength(
|
||||
HoldStrength decision,
|
||||
World world,
|
||||
MovementDecisions decisions)
|
||||
{
|
||||
bool progress = false;
|
||||
|
||||
|
@ -670,7 +565,10 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
|
|||
}
|
||||
}
|
||||
|
||||
private bool ResolveAttackStrength(AttackStrength decision, World world, Decisions decisions)
|
||||
private bool ResolveAttackStrength(
|
||||
AttackStrength decision,
|
||||
World world,
|
||||
MovementDecisions decisions)
|
||||
{
|
||||
bool progress = false;
|
||||
|
||||
|
@ -768,7 +666,10 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
|
|||
}
|
||||
}
|
||||
|
||||
private bool ResolveDefendStrength(DefendStrength decision, World world, Decisions decisions)
|
||||
private bool ResolveDefendStrength(
|
||||
DefendStrength decision,
|
||||
World world,
|
||||
MovementDecisions decisions)
|
||||
{
|
||||
bool progress = false;
|
||||
|
||||
|
@ -788,7 +689,10 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
|
|||
return progress;
|
||||
}
|
||||
|
||||
private bool ResolvePreventStrength(PreventStrength decision, World world, Decisions decisions)
|
||||
private bool ResolvePreventStrength(
|
||||
PreventStrength decision,
|
||||
World world,
|
||||
MovementDecisions decisions)
|
||||
{
|
||||
bool progress = false;
|
||||
|
||||
|
@ -837,7 +741,10 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
|
|||
return progress;
|
||||
}
|
||||
|
||||
private bool ResolveDoesUnitMove(DoesMove decision, World world, Decisions decisions)
|
||||
private bool ResolveDoesUnitMove(
|
||||
DoesMove decision,
|
||||
World world,
|
||||
MovementDecisions decisions)
|
||||
{
|
||||
bool progress = false;
|
||||
|
||||
|
|
|
@ -1,40 +0,0 @@
|
|||
using MultiversalDiplomacy.Orders;
|
||||
|
||||
namespace MultiversalDiplomacy.Adjudicate;
|
||||
|
||||
/// <summary>
|
||||
/// Represents the result of adjudicating an order.
|
||||
/// </summary>
|
||||
public class OrderAdjudication
|
||||
{
|
||||
/// <summary>
|
||||
/// The order that was adjudicated.
|
||||
/// </summary>
|
||||
public Order Order { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether the order succeeded or failed.
|
||||
/// </summary>
|
||||
public bool Success { get; }
|
||||
|
||||
// /// <summary>
|
||||
// /// The reason for the order's outcome.
|
||||
// /// </summary>
|
||||
// public string Reason { get; }
|
||||
|
||||
public OrderAdjudication(Order order, bool success/*, string reason*/)
|
||||
{
|
||||
this.Order = order;
|
||||
this.Success = success;
|
||||
// this.Reason = reason;
|
||||
}
|
||||
}
|
||||
|
||||
public static class OrderAdjudicationExtensions
|
||||
{
|
||||
/// <summary>
|
||||
/// Create an <see cref="OrderAdjudication"/> accepting this order.
|
||||
/// </summary>
|
||||
public static OrderAdjudication Succeed(this Order order)
|
||||
=> new OrderAdjudication(order, true);
|
||||
}
|
|
@ -17,7 +17,7 @@ public class DATC_A
|
|||
setup["England"]
|
||||
.Fleet("North Sea").MovesTo("Picardy").GetReference(out var order);
|
||||
|
||||
setup.ValidateOrders(new MovementPhaseAdjudicator());
|
||||
setup.ValidateOrders(MovementPhaseAdjudicator.Instance);
|
||||
|
||||
Assert.That(order.Validation, Is.Invalid(ValidationReason.UnreachableDestination));
|
||||
}
|
||||
|
@ -57,7 +57,7 @@ public class DATC_A
|
|||
setup["Germany"]
|
||||
.Fleet("Kiel").MovesTo("Kiel").GetReference(out var order);
|
||||
|
||||
setup.ValidateOrders(new MovementPhaseAdjudicator());
|
||||
setup.ValidateOrders(MovementPhaseAdjudicator.Instance);
|
||||
|
||||
Assert.That(order.Validation, Is.Invalid(ValidationReason.DestinationMatchesOrigin));
|
||||
}
|
||||
|
@ -75,7 +75,7 @@ public class DATC_A
|
|||
.Fleet("London").MovesTo("Yorkshire")
|
||||
.Army("Wales").Supports.Fleet("London").MoveTo("Yorkshire");
|
||||
|
||||
setup.ValidateOrders(new MovementPhaseAdjudicator());
|
||||
setup.ValidateOrders(MovementPhaseAdjudicator.Instance);
|
||||
|
||||
Assert.That(orderNth.Validation, Is.Invalid(ValidationReason.DestinationMatchesOrigin));
|
||||
Assert.That(orderYor.Validation, Is.Invalid(ValidationReason.DestinationMatchesOrigin));
|
||||
|
@ -91,7 +91,7 @@ public class DATC_A
|
|||
["Germany"]
|
||||
.Fleet("London", powerName: "England").MovesTo("North Sea").GetReference(out var order);
|
||||
|
||||
setup.ValidateOrders(new MovementPhaseAdjudicator());
|
||||
setup.ValidateOrders(MovementPhaseAdjudicator.Instance);
|
||||
|
||||
Assert.That(order.Validation, Is.Invalid(ValidationReason.InvalidUnitForPower));
|
||||
}
|
||||
|
@ -105,7 +105,7 @@ public class DATC_A
|
|||
.Fleet("London").MovesTo("Belgium")
|
||||
.Fleet("North Sea").Convoys.Army("London").To("Belgium").GetReference(out var order);
|
||||
|
||||
setup.ValidateOrders(new MovementPhaseAdjudicator());
|
||||
setup.ValidateOrders(MovementPhaseAdjudicator.Instance);
|
||||
|
||||
Assert.That(order.Validation, Is.Invalid(ValidationReason.InvalidOrderTypeForUnit));
|
||||
}
|
||||
|
@ -121,7 +121,7 @@ public class DATC_A
|
|||
["Austria"]
|
||||
.Fleet("Trieste").Supports.Fleet("Trieste").Hold().GetReference(out var order);
|
||||
|
||||
setup.ValidateOrders(new MovementPhaseAdjudicator());
|
||||
setup.ValidateOrders(MovementPhaseAdjudicator.Instance);
|
||||
|
||||
Assert.That(order.Validation, Is.Invalid(ValidationReason.NoSelfSupport));
|
||||
|
||||
|
@ -136,7 +136,7 @@ public class DATC_A
|
|||
["Italy"]
|
||||
.Fleet("Rome").MovesTo("Venice").GetReference(out var order);
|
||||
|
||||
setup.ValidateOrders(new MovementPhaseAdjudicator());
|
||||
setup.ValidateOrders(MovementPhaseAdjudicator.Instance);
|
||||
|
||||
Assert.That(order.Validation, Is.Invalid(ValidationReason.UnreachableDestination));
|
||||
}
|
||||
|
@ -152,7 +152,7 @@ public class DATC_A
|
|||
.Army("Apulia").MovesTo("Venice")
|
||||
.Fleet("Rome").Supports.Army("Apulia").MoveTo("Venice").GetReference(out var order);
|
||||
|
||||
setup.ValidateOrders(new MovementPhaseAdjudicator());
|
||||
setup.ValidateOrders(MovementPhaseAdjudicator.Instance);
|
||||
|
||||
Assert.That(order.Validation, Is.Invalid(ValidationReason.UnreachableSupport));
|
||||
|
||||
|
|
|
@ -15,7 +15,7 @@ public class MovementAdjudicatorTest
|
|||
setup["Germany"]
|
||||
.Army("Mun").Holds().GetReference(out var order);
|
||||
|
||||
setup.ValidateOrders(new MovementPhaseAdjudicator());
|
||||
setup.ValidateOrders(MovementPhaseAdjudicator.Instance);
|
||||
|
||||
Assert.That(order.Validation, Is.Valid, "Unexpected validation result");
|
||||
Assert.That(order.Replacement, Is.Null, "Unexpected order replacement");
|
||||
|
@ -28,7 +28,7 @@ public class MovementAdjudicatorTest
|
|||
setup["Germany"]
|
||||
.Army("Mun").MovesTo("Tyr").GetReference(out var order);
|
||||
|
||||
setup.ValidateOrders(new MovementPhaseAdjudicator());
|
||||
setup.ValidateOrders(MovementPhaseAdjudicator.Instance);
|
||||
|
||||
Assert.That(order.Validation, Is.Valid, "Unexpected validation result");
|
||||
Assert.That(order.Replacement, Is.Null, "Unexpected order replacement");
|
||||
|
@ -41,7 +41,7 @@ public class MovementAdjudicatorTest
|
|||
setup["Germany"]
|
||||
.Fleet("Nth").Convoys.Army("Hol").To("Lon").GetReference(out var order);
|
||||
|
||||
setup.ValidateOrders(new MovementPhaseAdjudicator());
|
||||
setup.ValidateOrders(MovementPhaseAdjudicator.Instance);
|
||||
|
||||
Assert.That(order.Validation, Is.Valid, "Unexpected validation result");
|
||||
Assert.That(order.Replacement, Is.Null, "Unexpected order replacement");
|
||||
|
@ -54,7 +54,7 @@ public class MovementAdjudicatorTest
|
|||
setup["Germany"]
|
||||
.Army("Mun").Supports.Army("Kie").Hold().GetReference(out var order);
|
||||
|
||||
setup.ValidateOrders(new MovementPhaseAdjudicator());
|
||||
setup.ValidateOrders(MovementPhaseAdjudicator.Instance);
|
||||
|
||||
Assert.That(order.Validation, Is.Valid, "Unexpected validation result");
|
||||
Assert.That(order.Replacement, Is.Null, "Unexpected order replacement");
|
||||
|
@ -67,7 +67,7 @@ public class MovementAdjudicatorTest
|
|||
setup["Germany"]
|
||||
.Army("Mun").Supports.Army("Kie").MoveTo("Ber").GetReference(out var order);
|
||||
|
||||
setup.ValidateOrders(new MovementPhaseAdjudicator());
|
||||
setup.ValidateOrders(MovementPhaseAdjudicator.Instance);
|
||||
|
||||
Assert.That(order.Validation, Is.Valid, "Unexpected validation result");
|
||||
Assert.That(order.Replacement, Is.Null, "Unexpected order replacement");
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
using MultiversalDiplomacy.Adjudicate;
|
||||
using MultiversalDiplomacy.Adjudicate.Decision;
|
||||
using MultiversalDiplomacy.Model;
|
||||
using MultiversalDiplomacy.Orders;
|
||||
|
||||
using NUnit.Framework;
|
||||
|
@ -61,6 +63,45 @@ public class OrderReference<OrderType> where OrderType : Order
|
|||
}
|
||||
}
|
||||
|
||||
public List<AdjudicationDecision> Adjudications
|
||||
{
|
||||
get
|
||||
{
|
||||
if (this.Builder.AdjudicationResults == null)
|
||||
{
|
||||
throw new InvalidOperationException("Adjudication has not been done yet");
|
||||
}
|
||||
var adjudications = this.Builder.AdjudicationResults.Where(ad => ad switch
|
||||
{
|
||||
IsDislodged dislodged => dislodged.Order == this.Order,
|
||||
DoesMove moves => moves.Order == this.Order,
|
||||
_ => false,
|
||||
}).ToList();
|
||||
return adjudications;
|
||||
}
|
||||
}
|
||||
|
||||
public RetreatingUnit? Retreat
|
||||
{
|
||||
get
|
||||
{
|
||||
if (this.Builder.AdjudicationResults == null)
|
||||
{
|
||||
throw new InvalidOperationException("Adjudication has not been done yet");
|
||||
}
|
||||
if (this.Order is UnitOrder unitOrder)
|
||||
{
|
||||
var retreat = this.Builder.World.RetreatingUnits.Where(
|
||||
ru => ru.Unit == unitOrder.Unit);
|
||||
if (retreat.Any())
|
||||
{
|
||||
return retreat.Single();
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
public OrderReference(TestCaseBuilder builder, OrderType order)
|
||||
{
|
||||
this.Builder = builder;
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
using MultiversalDiplomacy.Adjudicate;
|
||||
using MultiversalDiplomacy.Adjudicate.Decision;
|
||||
using MultiversalDiplomacy.Model;
|
||||
using MultiversalDiplomacy.Orders;
|
||||
|
||||
|
@ -6,24 +7,79 @@ namespace MultiversalDiplomacyTests;
|
|||
|
||||
public class TestAdjudicator : IPhaseAdjudicator
|
||||
{
|
||||
public static Func<World, List<Order>, List<OrderValidation>> RubberStamp =
|
||||
(world, orders) => orders.Select(o => o.Validate(ValidationReason.Valid)).ToList();
|
||||
public static List<OrderValidation> RubberStamp(World world, List<Order> orders)
|
||||
{
|
||||
return orders.Select(o => o.Validate(ValidationReason.Valid)).ToList();
|
||||
}
|
||||
|
||||
public static List<AdjudicationDecision> NoMoves(
|
||||
World world,
|
||||
List<Order> orders)
|
||||
{
|
||||
List<AdjudicationDecision> results = new();
|
||||
foreach (Order order in orders)
|
||||
{
|
||||
switch (order)
|
||||
{
|
||||
case MoveOrder move:
|
||||
{
|
||||
var doesMove = new DoesMove(move, null, new List<MoveOrder>());
|
||||
doesMove.Update(false);
|
||||
results.Add(doesMove);
|
||||
var dislodged = new IsDislodged(move, new List<MoveOrder>());
|
||||
dislodged.Update(false);
|
||||
results.Add(dislodged);
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
{
|
||||
if (order is not UnitOrder unitOrder)
|
||||
{
|
||||
throw new ArgumentException(order.GetType().Name);
|
||||
}
|
||||
var dislodged = new IsDislodged(unitOrder, new List<MoveOrder>());
|
||||
dislodged.Update(false);
|
||||
results.Add(dislodged);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
return results;
|
||||
}
|
||||
|
||||
public static World Noop(World world, List<AdjudicationDecision> decisions)
|
||||
=> world;
|
||||
|
||||
private static List<OrderValidation> NoValidate(World world, List<Order> orders)
|
||||
=> throw new NotImplementedException();
|
||||
|
||||
private static List<AdjudicationDecision> NoAdjudicate(World world, List<Order> orders)
|
||||
=> throw new NotImplementedException();
|
||||
|
||||
private static World NoUpdate(World world, List<AdjudicationDecision> decisions)
|
||||
=> throw new NotImplementedException();
|
||||
|
||||
private Func<World, List<Order>, List<OrderValidation>> ValidateOrdersCallback;
|
||||
private Func<World, List<Order>, List<AdjudicationDecision>> AdjudicateOrdersCallback;
|
||||
private Func<World, List<AdjudicationDecision>, World> UpdateWorldCallback;
|
||||
|
||||
public TestAdjudicator(
|
||||
Func<World, List<Order>, List<OrderValidation>> validateOrdersCallback)
|
||||
Func<World, List<Order>, List<OrderValidation>>? validate = null,
|
||||
Func<World, List<Order>, List<AdjudicationDecision>>? adjudicate = null,
|
||||
Func<World, List<AdjudicationDecision>, World>? update = null)
|
||||
{
|
||||
this.ValidateOrdersCallback = validateOrdersCallback;
|
||||
this.ValidateOrdersCallback = validate ?? NoValidate;
|
||||
this.AdjudicateOrdersCallback = adjudicate ?? NoAdjudicate;
|
||||
this.UpdateWorldCallback = update ?? NoUpdate;
|
||||
}
|
||||
|
||||
public List<OrderValidation> ValidateOrders(World world, List<Order> orders)
|
||||
=> this.ValidateOrdersCallback.Invoke(world, orders);
|
||||
|
||||
public (List<OrderAdjudication> results, World updated) AdjudicateOrders(
|
||||
World world,
|
||||
List<Order> orders)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
public List<AdjudicationDecision> AdjudicateOrders(World world, List<Order> orders)
|
||||
=> this.AdjudicateOrdersCallback(world, orders);
|
||||
|
||||
public World UpdateWorld(World world, List<AdjudicationDecision> decisions)
|
||||
=> this.UpdateWorldCallback(world, decisions);
|
||||
}
|
|
@ -161,6 +161,7 @@ public class TestCaseBuilder
|
|||
private List<Order> OrderList;
|
||||
private Season Season;
|
||||
public List<OrderValidation>? ValidationResults { get; private set; }
|
||||
public List<AdjudicationDecision>? AdjudicationResults { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Create a test case builder that will operate on a world.
|
||||
|
@ -172,6 +173,7 @@ public class TestCaseBuilder
|
|||
this.Orders = new(this.OrderList);
|
||||
this.Season = season ?? this.World.Seasons.First();
|
||||
this.ValidationResults = null;
|
||||
this.AdjudicationResults = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -225,6 +227,32 @@ public class TestCaseBuilder
|
|||
return this.ValidationResults;
|
||||
}
|
||||
|
||||
public List<AdjudicationDecision> AdjudicateOrders(IPhaseAdjudicator adjudicator)
|
||||
{
|
||||
if (this.ValidationResults == null)
|
||||
{
|
||||
throw new InvalidOperationException("Cannot adjudicate before validation");
|
||||
}
|
||||
|
||||
List<Order> orders = this.ValidationResults
|
||||
.Where(validation => validation.Valid)
|
||||
.Select(validation => validation.Order)
|
||||
.ToList();
|
||||
this.AdjudicationResults = adjudicator.AdjudicateOrders(this.World, orders);
|
||||
return this.AdjudicationResults;
|
||||
}
|
||||
|
||||
public World UpdateWorld(IPhaseAdjudicator adjudicator)
|
||||
{
|
||||
if (this.AdjudicationResults == null)
|
||||
{
|
||||
throw new InvalidOperationException("Cannot update before adjudication");
|
||||
}
|
||||
|
||||
this.World = adjudicator.UpdateWorld(this.World, this.AdjudicationResults);
|
||||
return this.World;
|
||||
}
|
||||
|
||||
private class PowerContext : IPowerContext
|
||||
{
|
||||
public TestCaseBuilder Builder;
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
using MultiversalDiplomacy.Adjudicate;
|
||||
using MultiversalDiplomacy.Adjudicate.Decision;
|
||||
using MultiversalDiplomacy.Model;
|
||||
using MultiversalDiplomacy.Orders;
|
||||
|
||||
|
@ -117,7 +118,7 @@ class TestCaseBuilderTest
|
|||
[Test]
|
||||
public void BuilderProvidesReferencesForValidation()
|
||||
{
|
||||
IPhaseAdjudicator rubberStamp = new TestAdjudicator(TestAdjudicator.RubberStamp);
|
||||
IPhaseAdjudicator rubberStamp = new TestAdjudicator(validate: TestAdjudicator.RubberStamp);
|
||||
|
||||
TestCaseBuilder setup = new TestCaseBuilder(World.WithStandardMap().WithInitialSeason());
|
||||
setup["Germany"]
|
||||
|
@ -133,13 +134,13 @@ class TestCaseBuilderTest
|
|||
Is.EqualTo(setup.World.GetLand("Mun")),
|
||||
"Wrong unit");
|
||||
|
||||
Assert.That<OrderValidation>(
|
||||
() => orderMun.Validation,
|
||||
Assert.That(
|
||||
code: () => _ = orderMun.Validation,
|
||||
Throws.Exception,
|
||||
"Validation property should be inaccessible before validation actually happens");
|
||||
setup.ValidateOrders(rubberStamp);
|
||||
Assert.That<OrderValidation>(
|
||||
() => orderMun.Validation,
|
||||
Assert.That(
|
||||
code: () => _ = orderMun.Validation,
|
||||
Throws.Nothing,
|
||||
"Validation property should be accessible after validation");
|
||||
|
||||
|
@ -156,4 +157,60 @@ class TestCaseBuilderTest
|
|||
Is.EqualTo(ValidationReason.Valid),
|
||||
"Unexpected validation reason");
|
||||
}
|
||||
|
||||
public void BuilderProvidesReferencesForAdjudication()
|
||||
{
|
||||
IPhaseAdjudicator rubberStamp = new TestAdjudicator(
|
||||
validate: TestAdjudicator.RubberStamp,
|
||||
adjudicate: TestAdjudicator.NoMoves);
|
||||
|
||||
TestCaseBuilder setup = new TestCaseBuilder(World.WithStandardMap().WithInitialSeason());
|
||||
setup["Germany"]
|
||||
.Army("Mun").Holds().GetReference(out var orderMun);
|
||||
|
||||
Assert.That(
|
||||
code: () => _ = orderMun.Adjudications,
|
||||
Throws.Exception,
|
||||
"Adjudication property should be inaccessible before validation");
|
||||
Assert.That(
|
||||
code: () => _ = orderMun.Retreat,
|
||||
Throws.Exception,
|
||||
"Retreat property should be inaccessible before validation");
|
||||
|
||||
setup.ValidateOrders(rubberStamp);
|
||||
Assert.That(
|
||||
code: () => _ = orderMun.Adjudications,
|
||||
Throws.Exception,
|
||||
"Adjudication property should be inaccessible before adjudication");
|
||||
Assert.That(
|
||||
code: () => _ = orderMun.Retreat,
|
||||
Throws.Exception,
|
||||
"Retreat property should be inaccessible before adjudication");
|
||||
|
||||
var decisions = setup.AdjudicateOrders(rubberStamp);
|
||||
Assert.That(
|
||||
code: () => _ = orderMun.Adjudications,
|
||||
Throws.Nothing,
|
||||
"Adjudication property should be accessible after adjudication");
|
||||
Assert.That(
|
||||
code: () => _ = orderMun.Retreat,
|
||||
Throws.Nothing,
|
||||
"Retreat property should be accessible after validation");
|
||||
|
||||
Assert.That(orderMun.Retreat, Is.Null, "Noop adjudicator shouldn't cause retreats");
|
||||
Assert.That(
|
||||
orderMun.Adjudications.Count,
|
||||
Is.EqualTo(1),
|
||||
"Unexpected number of adjudications");
|
||||
AdjudicationDecision decision = orderMun.Adjudications.First();
|
||||
Assert.That(decision.Resolved, Is.True, "Unexpected unresolved decision");
|
||||
Assert.That(
|
||||
decision,
|
||||
Is.AssignableTo<IsDislodged>(),
|
||||
"Noop adjudicator should provide a dislodge decision for a hold");
|
||||
CollectionAssert.Contains(
|
||||
decisions,
|
||||
decision,
|
||||
"Expected the adjudicated decision to be provided by the order reference");
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue