Reduce MoveOrder.Location to string
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f21b1e500c
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@ -1,6 +1,8 @@
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using MultiversalDiplomacy.Model;
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using MultiversalDiplomacy.Model;
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using MultiversalDiplomacy.Orders;
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using MultiversalDiplomacy.Orders;
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using static MultiversalDiplomacy.Model.Location;
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namespace MultiversalDiplomacy.Adjudicate.Decision;
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namespace MultiversalDiplomacy.Adjudicate.Decision;
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public class MovementDecisions
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public class MovementDecisions
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@ -94,7 +96,7 @@ public class MovementDecisions
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(string province, string season) UnitPoint(Unit unit)
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(string province, string season) UnitPoint(Unit unit)
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=> (world.Map.GetLocation(unit.Location).Province.Name, unit.Season.Key);
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=> (world.Map.GetLocation(unit.Location).Province.Name, unit.Season.Key);
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(string province, string season) MovePoint(MoveOrder move)
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(string province, string season) MovePoint(MoveOrder move)
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=> (move.Location.Province.Name, move.Season.Key);
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=> (SplitKey(move.Location).province, move.Season.Key);
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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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@ -108,13 +110,23 @@ public class MovementDecisions
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bool IsIncoming(UnitOrder me, MoveOrder other)
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bool IsIncoming(UnitOrder me, MoveOrder other)
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=> me != other
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=> me != other
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&& other.Season == me.Unit.Season
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&& other.Season == me.Unit.Season
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&& other.Location.Province.Name == world.Map.GetLocation(me.Unit).Province.Name;
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&& SplitKey(other.Location).province == world.Map.GetLocation(me.Unit).Province.Name;
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bool IsSupportFor(SupportMoveOrder me, MoveOrder move)
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=> me.Target == move.Unit
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&& me.Season == move.Season
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&& me.Location.Key == move.Location;
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bool AreOpposing(MoveOrder one, MoveOrder two)
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bool AreOpposing(MoveOrder one, MoveOrder two)
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=> one.Season == two.Unit.Season
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=> one.Season == two.Unit.Season
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&& two.Season == one.Unit.Season
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&& two.Season == one.Unit.Season
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&& one.Location.Province.Name == world.Map.GetLocation(two.Unit).Province.Name
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&& SplitKey(one.Location).province == world.Map.GetLocation(two.Unit).Province.Name
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&& two.Location.Province.Name == world.Map.GetLocation(one.Unit).Province.Name;
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&& SplitKey(two.Location).province == world.Map.GetLocation(one.Unit).Province.Name;
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bool AreCompeting(MoveOrder one, MoveOrder two)
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=> one != two
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&& one.Season == two.Season
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&& SplitKey(one.Location).province == SplitKey(two.Location).province;
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// Create all other relevant decisions for each order in the affected timelines.
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// Create all other relevant decisions for each order in the affected timelines.
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foreach (UnitOrder order in relevantOrders)
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foreach (UnitOrder order in relevantOrders)
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@ -131,7 +143,7 @@ public class MovementDecisions
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// Find supports corresponding to this move.
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// Find supports corresponding to this move.
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List<SupportMoveOrder> supports = relevantOrders
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List<SupportMoveOrder> supports = relevantOrders
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.OfType<SupportMoveOrder>()
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.OfType<SupportMoveOrder>()
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.Where(support => support.IsSupportFor(move))
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.Where(support => IsSupportFor(support, move))
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.ToList();
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.ToList();
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// Determine if this move is a head-to-head battle.
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// Determine if this move is a head-to-head battle.
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@ -142,7 +154,7 @@ public class MovementDecisions
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// Find competing moves.
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// Find competing moves.
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List<MoveOrder> competing = relevantOrders
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List<MoveOrder> competing = relevantOrders
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.OfType<MoveOrder>()
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.OfType<MoveOrder>()
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.Where(move.IsCompeting)
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.Where(other => AreCompeting(move, other))
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.ToList();
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.ToList();
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// Create the move-related decisions.
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// Create the move-related decisions.
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@ -153,7 +165,7 @@ 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(move.Location.Province, move.Season));
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HoldStrength.Ensure(MovePoint(move), () => new(world.Map.GetLocation(move.Location).Province, 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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@ -3,6 +3,8 @@ using MultiversalDiplomacy.Adjudicate.Logging;
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using MultiversalDiplomacy.Model;
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using MultiversalDiplomacy.Model;
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using MultiversalDiplomacy.Orders;
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using MultiversalDiplomacy.Orders;
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using static MultiversalDiplomacy.Model.Location;
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namespace MultiversalDiplomacy.Adjudicate;
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namespace MultiversalDiplomacy.Adjudicate;
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/// <summary>
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/// <summary>
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@ -69,15 +71,15 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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// Trivial check: armies cannot move to water and fleets cannot move to land.
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// Trivial check: armies cannot move to water and fleets cannot move to land.
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AdjudicatorHelpers.InvalidateIfNotMatching(
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AdjudicatorHelpers.InvalidateIfNotMatching(
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order => (order.Unit.Type == UnitType.Army && order.Location.Type == LocationType.Land)
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order => (order.Unit.Type == UnitType.Army && world.Map.GetLocation(order.Location).Type == LocationType.Land)
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|| (order.Unit.Type == UnitType.Fleet && order.Location.Type == LocationType.Water),
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|| (order.Unit.Type == UnitType.Fleet && world.Map.GetLocation(order.Location).Type == LocationType.Water),
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ValidationReason.IllegalDestinationType,
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ValidationReason.IllegalDestinationType,
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ref moveOrders,
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ref moveOrders,
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ref validationResults);
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ref validationResults);
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// Trivial check: a unit cannot move to where it already is.
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// Trivial check: a unit cannot move to where it already is.
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AdjudicatorHelpers.InvalidateIfNotMatching(
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AdjudicatorHelpers.InvalidateIfNotMatching(
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order => !(order.Location.Key == order.Unit.Location && order.Season == order.Unit.Season),
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order => !(order.Location == order.Unit.Location && order.Season == order.Unit.Season),
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ValidationReason.DestinationMatchesOrigin,
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ValidationReason.DestinationMatchesOrigin,
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ref moveOrders,
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ref moveOrders,
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ref validationResults);
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ref validationResults);
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@ -90,7 +92,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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ILookup<bool, MoveOrder> moveOrdersByAdjacency = moveOrders
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ILookup<bool, MoveOrder> moveOrdersByAdjacency = moveOrders
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.ToLookup(order =>
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.ToLookup(order =>
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// Map adjacency
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// Map adjacency
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world.Map.GetLocation(order.Unit).Adjacents.Contains(order.Location)
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world.Map.GetLocation(order.Unit).Adjacents.Select(loc => loc.Key).Contains(order.Location)
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// Turn adjacency
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// Turn adjacency
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&& Math.Abs(order.Unit.Season.Turn - order.Season.Turn) <= 1
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&& Math.Abs(order.Unit.Season.Turn - order.Season.Turn) <= 1
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// Timeline adjacency
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// Timeline adjacency
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@ -339,7 +341,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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Season moveSeason = doesMove.Order.Season;
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Season moveSeason = doesMove.Order.Season;
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if (doesMove.Outcome == true && createdFutures.TryGetValue(moveSeason, out Season future))
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if (doesMove.Outcome == true && createdFutures.TryGetValue(moveSeason, out Season future))
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{
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{
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Unit next = doesMove.Order.Unit.Next(doesMove.Order.Location.Key, future);
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Unit next = doesMove.Order.Unit.Next(doesMove.Order.Location, future);
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logger.Log(3, "Advancing unit to {0}", next);
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logger.Log(3, "Advancing unit to {0}", next);
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createdUnits.Add(next);
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createdUnits.Add(next);
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}
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}
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@ -635,7 +637,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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// If the origin and destination are adjacent, then there is a path.
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// If the origin and destination are adjacent, then there is a path.
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if (// Map adjacency
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if (// Map adjacency
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world.Map.GetLocation(decision.Order.Unit).Adjacents.Contains(decision.Order.Location)
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world.Map.GetLocation(decision.Order.Unit).Adjacents.Select(loc => loc.Key).Contains(decision.Order.Location)
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// Turn adjacency
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// Turn adjacency
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&& Math.Abs(decision.Order.Unit.Season.Turn - decision.Order.Season.Turn) <= 1
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&& Math.Abs(decision.Order.Unit.Season.Turn - decision.Order.Season.Turn) <= 1
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// Timeline adjacency
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// Timeline adjacency
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@ -776,7 +778,7 @@ 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.Location.Province.Name, decision.Order.Season.Key)].Order;
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UnitOrder? destOrder = decisions.HoldStrength[(SplitKey(decision.Order.Location).province, decision.Order.Season.Key)].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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@ -955,7 +957,7 @@ 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.Location.Province.Name, decision.Order.Season.Key)];
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: decisions.HoldStrength[(SplitKey(decision.Order.Location).province, decision.Order.Season.Key)];
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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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@ -18,7 +18,7 @@ public static class PathFinder
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/// Determines if a convoy path exists for a move order.
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/// Determines if a convoy path exists for a move order.
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/// </summary>
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/// </summary>
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public static bool ConvoyPathExists(World world, MoveOrder order)
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public static bool ConvoyPathExists(World world, MoveOrder order)
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=> ConvoyPathExists(world, order.Unit, order.Location, order.Season);
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=> ConvoyPathExists(world, order.Unit, world.Map.GetLocation(order.Location), order.Season);
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private static bool ConvoyPathExists(
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private static bool ConvoyPathExists(
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World world,
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World world,
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@ -53,6 +53,12 @@ public class Location
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this.AdjacentList = new List<Location>();
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this.AdjacentList = new List<Location>();
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}
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}
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public static (string province, string location) SplitKey(string locationKey)
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{
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var split = locationKey.Split(['/'], 2);
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return (split[0], split[1]);
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}
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public override string ToString()
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public override string ToString()
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{
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{
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return this.Name == "land" || this.Name == "water"
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return this.Name == "land" || this.Name == "water"
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@ -1,5 +1,7 @@
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using MultiversalDiplomacy.Model;
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using MultiversalDiplomacy.Model;
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using static MultiversalDiplomacy.Model.Location;
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namespace MultiversalDiplomacy.Orders;
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namespace MultiversalDiplomacy.Orders;
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/// <summary>
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/// <summary>
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@ -15,9 +17,9 @@ public class MoveOrder : UnitOrder
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/// <summary>
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/// <summary>
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/// The destination location to which the unit should move.
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/// The destination location to which the unit should move.
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/// </summary>
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/// </summary>
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public Location Location { get; }
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public string Location { get; }
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public MoveOrder(string power, Unit unit, Season season, Location location)
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public MoveOrder(string power, Unit unit, Season season, string location)
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: base (power, unit)
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: base (power, unit)
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{
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{
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this.Season = season;
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this.Season = season;
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@ -26,14 +28,6 @@ public class MoveOrder : UnitOrder
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public override string ToString()
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public override string ToString()
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{
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{
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return $"{this.Unit} -> {Season.Timeline}-{Location.Province}@{Season.Turn}";
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return $"{this.Unit} -> {Season.Timeline}-{SplitKey(Location).province}@{Season.Turn}";
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}
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}
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/// <summary>
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/// Returns whether another move order has the same destination as this order.
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/// </summary>
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public bool IsCompeting(MoveOrder other)
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=> this != other
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&& this.Season == other.Season
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&& this.Location.Province == other.Location.Province;
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}
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}
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@ -38,9 +38,4 @@ public class SupportMoveOrder : SupportOrder
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{
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{
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return $"{this.Unit} S {this.Target} -> {(this.Province, this.Season).ToShort()}";
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return $"{this.Unit} S {this.Target} -> {(this.Province, this.Season).ToShort()}";
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}
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}
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public bool IsSupportFor(MoveOrder move)
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=> this.Target == move.Unit
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&& this.Season == move.Season
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&& this.Location == move.Location;
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}
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}
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@ -423,7 +423,7 @@ public class TestCaseBuilder
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this.PowerContext.Power,
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this.PowerContext.Power,
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this.Unit,
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this.Unit,
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destSeason,
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destSeason,
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destination);
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destination.Key);
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this.Builder.OrderList.Add(moveOrder);
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this.Builder.OrderList.Add(moveOrder);
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return new OrderDefinedContext<MoveOrder>(this, moveOrder);
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return new OrderDefinedContext<MoveOrder>(this, moveOrder);
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}
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}
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@ -74,7 +74,7 @@ class TestCaseBuilderTest
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Assert.That(orderBer, Is.InstanceOf<MoveOrder>(), "Unexpected order type");
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Assert.That(orderBer, Is.InstanceOf<MoveOrder>(), "Unexpected order type");
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Assert.That(
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Assert.That(
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(orderBer as MoveOrder)?.Location,
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(orderBer as MoveOrder)?.Location,
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Is.EqualTo(setup.World.Map.GetLand("Kiel")),
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Is.EqualTo(setup.World.Map.GetLand("Kiel").Key),
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"Unexpected move order destination");
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"Unexpected move order destination");
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UnitOrder orderPru = orders.Single(OrderForProvince("Prussia"));
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UnitOrder orderPru = orders.Single(OrderForProvince("Prussia"));
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