Use unit designations for order history instead of references
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@ -391,10 +391,10 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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OrderHistory history = newHistory[unitOrder.Unit.Season.Designation];
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// TODO does this add every order to every season??
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history.Orders.Add(unitOrder);
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history.IsDislodgedOutcomes[unitOrder.Unit] = dislodges[unitOrder.Unit].Outcome == true;
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history.IsDislodgedOutcomes[unitOrder.Unit.Designation] = dislodges[unitOrder.Unit].Outcome == true;
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if (unitOrder is MoveOrder moveOrder)
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{
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history.DoesMoveOutcomes[moveOrder] = moves[moveOrder].Outcome == true;
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history.DoesMoveOutcomes[moveOrder.Unit.Designation] = moves[moveOrder].Outcome == true;
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}
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}
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@ -494,7 +494,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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IEnumerable<MoveOrder> newIncomingMoves = decision.Orders
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.OfType<MoveOrder>()
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.Where(order => order.Season == decision.Season
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&& !world.OrderHistory[order.Season.Designation].DoesMoveOutcomes.ContainsKey(order));
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&& !world.OrderHistory[order.Season.Designation].DoesMoveOutcomes.ContainsKey(order.Unit.Designation));
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foreach (MoveOrder moveOrder in newIncomingMoves)
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{
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DoesMove doesMove = decisions.DoesMove[moveOrder];
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@ -518,7 +518,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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// TODO these aren't timeline-specific
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IsDislodged dislodged = decisions.IsDislodged[order.Unit];
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progress |= ResolveDecision(dislodged, world, decisions, depth + 1);
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if (history.IsDislodgedOutcomes.TryGetValue(order.Unit, out bool previous)
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if (history.IsDislodgedOutcomes.TryGetValue(order.Unit.Designation, out bool previous)
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&& dislodged.Resolved
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&& dislodged.Outcome != previous)
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{
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@ -535,7 +535,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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{
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DoesMove moves = decisions.DoesMove[moveOrder];
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progress |= ResolveDecision(moves, world, decisions, depth + 1);
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if (history.DoesMoveOutcomes.TryGetValue(moveOrder, out bool previousMove)
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if (history.DoesMoveOutcomes.TryGetValue(moveOrder.Unit.Designation, out bool previousMove)
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&& moves.Resolved
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&& moves.Outcome != previousMove)
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if (moves.Resolved && moves.Outcome != previousMove)
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@ -6,11 +6,17 @@ namespace MultiversalDiplomacy.Model;
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public class OrderHistory
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{
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public List<UnitOrder> Orders;
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public List<UnitOrder> Orders { get; }
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public Dictionary<Unit, bool> IsDislodgedOutcomes;
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/// <summary>
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/// Map from unit designation to dislodge outcome.
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/// </summary>
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public Dictionary<string, bool> IsDislodgedOutcomes { get; }
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public Dictionary<MoveOrder, bool> DoesMoveOutcomes;
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/// <summary>
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/// Map from designation of the ordered unit to move outcome.
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/// </summary>
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public Dictionary<string, bool> DoesMoveOutcomes { get; }
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public OrderHistory()
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: this([], [], [])
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@ -18,8 +24,8 @@ public class OrderHistory
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public OrderHistory(
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List<UnitOrder> orders,
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Dictionary<Unit, bool> isDislodgedOutcomes,
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Dictionary<MoveOrder, bool> doesMoveOutcomes)
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Dictionary<string, bool> isDislodgedOutcomes,
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Dictionary<string, bool> doesMoveOutcomes)
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{
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this.Orders = new(orders);
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this.IsDislodgedOutcomes = new(isDislodgedOutcomes);
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@ -64,12 +64,20 @@ public class SerializationTest
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Assert.That(tyr0, Is.NotDislodged);
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setup.UpdateWorld();
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Assert.That(setup.World.OrderHistory["a0"].Orders.Count, Is.GreaterThan(0));
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Assert.That(setup.World.OrderHistory["a0"].DoesMoveOutcomes.Count, Is.GreaterThan(0));
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Assert.That(setup.World.OrderHistory["a0"].IsDislodgedOutcomes.Count, Is.GreaterThan(0));
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// Serialize and deserialize the world
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string serialized = JsonSerializer.Serialize(setup.World, Options);
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// Console.WriteLine(serialized);
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World reserialized = JsonSerializer.Deserialize<World>(serialized, Options)
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?? throw new AssertionException("Failed to reserialize world");
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Assert.That(reserialized.OrderHistory["a0"].Orders.Count, Is.GreaterThan(0));
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Assert.That(reserialized.OrderHistory["a0"].DoesMoveOutcomes.Count, Is.GreaterThan(0));
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Assert.That(reserialized.OrderHistory["a0"].IsDislodgedOutcomes.Count, Is.GreaterThan(0));
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// Resume the test case
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setup = new(reserialized, MovementPhaseAdjudicator.Instance);
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setup[("a", 1)]
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