Move GetAdjacentSeasons to PathFinder
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@ -60,7 +60,7 @@ public static class PathFinder
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(Location currentLocation, Season currentSeason) = toVisit.Dequeue();
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visited.Add((currentLocation, currentSeason));
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var adjacents = GetAdjacentPoints(currentLocation, currentSeason);
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var adjacents = GetAdjacentPoints(world, currentLocation, currentSeason);
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foreach ((Location adjLocation, Season adjSeason) in adjacents)
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{
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// If the destination is adjacent, then a path exists.
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@ -81,11 +81,11 @@ public static class PathFinder
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return false;
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}
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private static List<(Location, Season)> GetAdjacentPoints(Location location, Season season)
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private static List<(Location, Season)> GetAdjacentPoints(World world, Location location, Season season)
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{
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List<(Location, Season)> adjacentPoints = new();
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List<(Location, Season)> adjacentPoints = [];
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List<Location> adjacentLocations = location.Adjacents.ToList();
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List<Season> adjacentSeasons = season.GetAdjacentSeasons().ToList();
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List<Season> adjacentSeasons = GetAdjacentSeasons(world, season).ToList();
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foreach (Location adjacentLocation in adjacentLocations)
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{
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@ -105,4 +105,55 @@ public static class PathFinder
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return adjacentPoints;
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}
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/// <summary>
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/// Returns all seasons that are adjacent to a season.
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/// </summary>
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public static IEnumerable<Season> GetAdjacentSeasons(World world, Season season)
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{
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List<Season> adjacents = [];
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// The immediate past and all immediate futures are adjacent.
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if (season.Past != null) adjacents.Add(season.Past);
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adjacents.AddRange(season.Futures);
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// Find all adjacent timelines by finding all timelines that branched off of this season's
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// timeline, i.e. all futures of this season's past that have different timelines. Also
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// include any timelines that branched off of the timeline this timeline branched off from.
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List<Season> adjacentTimelineRoots = new();
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Season? current;
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for (current = season;
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current?.Past?.Timeline != null && current.Past.Timeline == current.Timeline;
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current = current.Past)
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{
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adjacentTimelineRoots.AddRange(
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current.Futures.Where(s => s.Timeline != current.Timeline));
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}
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// At the end of the for loop, if this season is part of the first timeline, then current
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// is the root season (current.past == null); if this season is in a branched timeline,
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// then current is the branch timeline's root season (current.past.timeline !=
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// current.timeline). There are co-branches if this season is in a branched timeline, since
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// the first timeline by definition cannot have co-branches.
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if (current?.Past != null)
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{
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IEnumerable<Season> cobranchRoots = current.Past.Futures
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.Where(s => s.Timeline != current.Timeline && s.Timeline != current.Past.Timeline);
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adjacentTimelineRoots.AddRange(cobranchRoots);
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}
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// Walk up all alternate timelines to find seasons within one turn of this 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 <= season.Turn + 1;
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branchSeason = branchSeason.Futures
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.FirstOrDefault(s => s!.Timeline == branchSeason.Timeline, null))
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{
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if (branchSeason.Turn >= season.Turn - 1) adjacents.Add(branchSeason);
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}
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}
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return adjacents;
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}
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}
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@ -126,55 +126,4 @@ public class Season
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// Both branched off of the same point
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|| thisRoot.Past == otherRoot.Past;
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}
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/// <summary>
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/// Returns all seasons that are adjacent to this season.
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/// </summary>
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public IEnumerable<Season> GetAdjacentSeasons()
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{
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List<Season> adjacents = [];
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// The immediate past and all immediate futures are adjacent.
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if (this.Past != null) adjacents.Add(this.Past);
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adjacents.AddRange(this.FutureList);
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// Find all adjacent timelines by finding all timelines that branched off of this season's
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// timeline, i.e. all futures of this season's past that have different timelines. Also
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// include any timelines that branched off of the timeline this timeline branched off from.
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List<Season> adjacentTimelineRoots = new();
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Season? current;
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for (current = this;
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current?.Past?.Timeline != null && current.Past.Timeline == current.Timeline;
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current = current.Past)
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{
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adjacentTimelineRoots.AddRange(
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current.FutureList.Where(s => s.Timeline != current.Timeline));
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}
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// At the end of the for loop, if this season is part of the first timeline, then current
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// is the root season (current.past == null); if this season is in a branched timeline,
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// then current is the branch timeline's root season (current.past.timeline !=
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// current.timeline). There are co-branches if this season is in a branched timeline, since
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// the first timeline by definition cannot have co-branches.
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if (current?.Past != null)
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{
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IEnumerable<Season> cobranchRoots = current.Past.FutureList
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.Where(s => s.Timeline != current.Timeline && s.Timeline != current.Past.Timeline);
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adjacentTimelineRoots.AddRange(cobranchRoots);
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}
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// Walk up all alternate timelines to find seasons within one turn of this 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 = branchSeason.FutureList
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.FirstOrDefault(s => s!.Timeline == branchSeason.Timeline, null))
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{
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if (branchSeason.Turn >= this.Turn - 1) adjacents.Add(branchSeason);
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}
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}
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return adjacents;
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}
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}
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