Log decision updates

This commit is contained in:
Jaculabilis 2022-11-06 22:01:36 -08:00
parent a565ee1b05
commit 7471a035f0
1 changed files with 52 additions and 25 deletions

View File

@ -388,6 +388,26 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
return updated; return updated;
} }
private bool LoggedUpdate(BinaryAdjudicationDecision decision, bool outcome, int depth, string message)
{
bool updated = decision.Update(outcome);
if (updated)
{
logger.Log(depth, "{0}: {1}", outcome, message);
}
return updated;
}
private bool LoggedUpdate(NumericAdjudicationDecision decision, int min, int max, int depth, string message)
{
bool updated = decision.Update(min, max);
if (updated)
{
logger.Log(depth, "{0}, {1}: {2}", min, max, message);
}
return updated;
}
/// <summary> /// <summary>
/// Attempt to resolve an adjudication decision. /// Attempt to resolve an adjudication decision.
/// </summary> /// </summary>
@ -435,7 +455,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
// dislodged. // dislodged.
if (move.Outcome == true) if (move.Outcome == true)
{ {
progress |= decision.Update(false); progress |= LoggedUpdate(decision, false, depth, "Unit successfully moves");
return progress; return progress;
} }
@ -458,7 +478,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
// If at least one invader will move, this unit is dislodged. // If at least one invader will move, this unit is dislodged.
if (move.Outcome == true) if (move.Outcome == true)
{ {
progress |= decision.Update(true); progress |= LoggedUpdate(decision, true, depth, "Invading unit successfully moves");
return progress; return progress;
} }
@ -472,7 +492,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
if (!potentialDislodger) if (!potentialDislodger)
{ {
progress |= decision.Update(false); progress |= LoggedUpdate(decision, false, depth, "No invader can move");
} }
return progress; return progress;
@ -495,8 +515,8 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
// Timeline adjacency // Timeline adjacency
&& decision.Order.Unit.Season.InAdjacentTimeline(decision.Order.Season)) && decision.Order.Unit.Season.InAdjacentTimeline(decision.Order.Season))
{ {
progress |= decision.Update(true); bool update = LoggedUpdate(decision, true, depth, "Adjacent move");
return progress; return progress | update;
} }
// If the origin and destination are not adjacent, then the decision resolves to whether // If the origin and destination are not adjacent, then the decision resolves to whether
@ -530,7 +550,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
// to false. // to false.
if (attack.MinValue > 0) if (attack.MinValue > 0)
{ {
progress |= decision.Update(false); progress |= LoggedUpdate(decision, false, depth, "An attacker has nonzero attack strength");
return progress; return progress;
} }
@ -547,7 +567,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
progress |= ResolveDecision(dislodge, world, decisions, depth + 1); progress |= ResolveDecision(dislodge, world, decisions, depth + 1);
if (dislodge.Outcome == true) if (dislodge.Outcome == true)
{ {
progress |= decision.Update(false); progress |= LoggedUpdate(decision, false, depth, "Unit dislodged");
return progress; return progress;
} }
@ -555,7 +575,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
// resolved to false, then the support is given. // resolved to false, then the support is given.
if (!potentialNonzeroAttack && dislodge.Outcome == false) if (!potentialNonzeroAttack && dislodge.Outcome == false)
{ {
progress |= decision.Update(true); progress |= LoggedUpdate(decision, true, depth, "No successful attack or dislodge");
return progress; return progress;
} }
@ -575,7 +595,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
// If no unit is in the province, the hold strength is zero. // If no unit is in the province, the hold strength is zero.
if (decision.Order == null) if (decision.Order == null)
{ {
progress |= decision.Update(0, 0); progress |= LoggedUpdate(decision, 0, 0, depth, "No unit in the province");
return progress; return progress;
} }
@ -584,9 +604,12 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
{ {
DoesMove moves = decisions.DoesMove[move]; DoesMove moves = decisions.DoesMove[move];
progress |= ResolveDecision(moves, world, decisions, depth + 1); progress |= ResolveDecision(moves, world, decisions, depth + 1);
progress |= decision.Update( progress |= LoggedUpdate(
moves.Outcome != false ? 0 : 1, decision,
moves.Outcome == true ? 0 : 1); min: moves.Outcome != false ? 0 : 1,
max: moves.Outcome == true ? 0 : 1,
depth,
"Updated based on unit's move success");
return progress; return progress;
} }
// If a unit without a move order is in the province, add up the supports. // If a unit without a move order is in the province, add up the supports.
@ -601,7 +624,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
if (givesSupport.Outcome == true) min += 1; if (givesSupport.Outcome == true) min += 1;
if (givesSupport.Outcome != false) max += 1; if (givesSupport.Outcome != false) max += 1;
} }
progress |= decision.Update(min, max); progress |= LoggedUpdate(decision, min, max, depth, "Updated based on unit's supports");
return progress; return progress;
} }
} }
@ -620,7 +643,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
progress |= ResolveDecision(hasPath, world, decisions, depth + 1); progress |= ResolveDecision(hasPath, world, decisions, depth + 1);
if (hasPath.Outcome == false) if (hasPath.Outcome == false)
{ {
progress |= decision.Update(0, 0); progress |= LoggedUpdate(decision, 0, 0, depth, "No path");
return progress; return progress;
} }
@ -650,7 +673,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
if (decision.Order.Unit.Power == destPower) if (decision.Order.Unit.Power == destPower)
{ {
// Cannot dislodge own unit. // Cannot dislodge own unit.
progress |= decision.Update(0, 0); progress |= LoggedUpdate(decision, 0, 0, depth, "Cannot dislodge own unit");
return progress; return progress;
} }
else else
@ -666,7 +689,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
if (givesSupport.Outcome == true) min += 1; if (givesSupport.Outcome == true) min += 1;
if (givesSupport.Outcome != false) max += 1; if (givesSupport.Outcome != false) max += 1;
} }
progress |= decision.Update(min, max); progress |= LoggedUpdate(decision, min, max, depth, "Updated with supports from other powers");
return progress; return progress;
} }
} }
@ -688,7 +711,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
} }
// Force min to zero in case of an attempt to disloge a unit of the same power. // Force min to zero in case of an attempt to disloge a unit of the same power.
if (decision.Order.Unit.Power == destPower) min = 0; if (decision.Order.Unit.Power == destPower) min = 0;
progress |= decision.Update(min, max); progress |= LoggedUpdate(decision, min, max, depth, "Updated with supports");
return progress; return progress;
} }
else else
@ -704,7 +727,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
if (givesSupport.Outcome == true) min += 1; if (givesSupport.Outcome == true) min += 1;
if (givesSupport.Outcome != false) max += 1; if (givesSupport.Outcome != false) max += 1;
} }
progress |= decision.Update(min, max); progress |= LoggedUpdate(decision, min, max, depth, "Updated with supports from all powers");
return progress; return progress;
} }
} }
@ -729,7 +752,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
if (givesSupport.Outcome == true) min += 1; if (givesSupport.Outcome == true) min += 1;
if (givesSupport.Outcome != false) max += 1; if (givesSupport.Outcome != false) max += 1;
} }
progress |= decision.Update(min, max); progress |= LoggedUpdate(decision, min, max, depth, "Updated based on unit's supports");
return progress; return progress;
} }
@ -748,7 +771,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
progress |= ResolveDecision(hasPath, world, decisions, depth + 1); progress |= ResolveDecision(hasPath, world, decisions, depth + 1);
if (hasPath.Outcome == false) if (hasPath.Outcome == false)
{ {
progress |= decision.Update(0, 0); progress |= LoggedUpdate(decision, 0, 0, depth, "No path to prevent");
return progress; return progress;
} }
@ -757,7 +780,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
if (decision.OpposingMove != null if (decision.OpposingMove != null
&& decisions.DoesMove[decision.OpposingMove].Outcome == true) && decisions.DoesMove[decision.OpposingMove].Outcome == true)
{ {
progress |= decision.Update(0, 0); progress |= LoggedUpdate(decision, 0, 0, depth, "Cannot prevent in lost head-to-head");
return progress; return progress;
} }
@ -783,7 +806,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
min = 0; min = 0;
} }
progress |= decision.Update(min, max); progress |= LoggedUpdate(decision, min, max, depth, "Updated based on unit's supports");
return progress; return progress;
} }
@ -812,7 +835,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
// If the attack doesn't beat the defense, resolve the move to false. // If the attack doesn't beat the defense, resolve the move to false.
if (attack.MaxValue <= defense.MinValue) if (attack.MaxValue <= defense.MinValue)
{ {
progress |= decision.Update(false); progress |= LoggedUpdate(decision, false, depth, "Attack can't beat defense");
return progress; return progress;
} }
@ -825,7 +848,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
// If attack doesn't beat the prevent, resolve the move to false. // If attack doesn't beat the prevent, resolve the move to false.
if (attack.MaxValue <= prevent.MinValue) if (attack.MaxValue <= prevent.MinValue)
{ {
progress |= decision.Update(false); progress |= LoggedUpdate(decision, false, depth, "Attack can't beat prevent");
return progress; return progress;
} }
// If the attack doesn't beat the prevent, it can't resolve to true. // If the attack doesn't beat the prevent, it can't resolve to true.
@ -837,7 +860,11 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
// If the attack didn't resolve to false because the defense or a prevent beat it, then // If the attack didn't resolve to false because the defense or a prevent beat it, then
// attempt to resolve it to true based on whether it beat the defense and all prevents. // attempt to resolve it to true based on whether it beat the defense and all prevents.
progress |= decision.Update(attack.MinValue > defense.MaxValue && beatsAllCompetingMoves); progress |= LoggedUpdate(
decision,
attack.MinValue > defense.MaxValue && beatsAllCompetingMoves,
depth,
"Updated based on competing moves");
return progress; return progress;
} }
} }