Add repl cli and script handling framework
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29
MultiversalDiplomacy/GameController.cs
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29
MultiversalDiplomacy/GameController.cs
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using MultiversalDiplomacy.Model;
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namespace MultiversalDiplomacy;
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/// <summary>
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/// The game controller is a stateless class that defines the basic, high-level operations that can be taken to modify
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/// the game state.
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/// </summary>
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public static class GameController
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{
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public static World InitializeWorld()
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{
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return World.Standard;
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}
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public static World SubmitOrderSet(World world, string text)
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{
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var orderSet = new OrderSet(text);
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return world.Update(orderSets: world.OrderSets.Append(orderSet));
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}
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public static World AdjudicateOrders(World world)
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{
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// TODO: Parse the order sets into orders
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// TODO: Execute the correct adjudicator for the current world state
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// TODO: Update the world
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return world;
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}
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}
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@ -7,4 +7,8 @@
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<Nullable>enable</Nullable>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="CommandLineParser" Version="2.9.1" />
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</ItemGroup>
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</Project>
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@ -1,12 +1,100 @@
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using System;
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using CommandLine;
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namespace MultiversalDiplomacy
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using MultiversalDiplomacy.Script;
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namespace MultiversalDiplomacy;
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internal class Program
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{
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internal class Program
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static void Main(string[] args)
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{
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static void Main(string[] args)
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var parser = Parser.Default;
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var parseResult = parser.ParseArguments(args, typeof(ReplOptions));
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parseResult
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.WithParsed<ReplOptions>(ExecuteRepl);
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}
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static void ExecuteRepl(ReplOptions args)
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{
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// Create a writer to the output file, if specified.
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StreamWriter? outputWriter = null;
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if (args.OutputFile is not null)
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{
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Console.WriteLine("stab");
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string fullPath = Path.GetFullPath(args.OutputFile);
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string outputPath = Directory.Exists(fullPath)
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? Path.Combine(fullPath, $"{DateTime.UtcNow.ToString("yyyyMMddHHmmss")}.log")
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: fullPath;
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Console.WriteLine($"Echoing to {outputPath}");
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outputWriter = File.AppendText(outputPath);
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}
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// Define an enumerator for live repl commands.
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static IEnumerable<string?> GetReplInputs()
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{
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// Read user input until it stops (i.e. is null).
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string? input = null;
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do
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{
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input = Console.ReadLine();
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yield return input;
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}
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while (input is not null);
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// The last null is returned because an EOF means we should quit the repl.
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}
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// Define an enumerator for input file commands, if specified.
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static IEnumerable<string?> GetFileInputs(string inputFile)
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{
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// Read all lines from the input file.
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var fullPath = Path.GetFullPath(inputFile);
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var fileName = Path.GetFileName(fullPath);
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foreach (string line in File.ReadLines(fullPath))
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{
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var trimmed = line.Trim();
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Console.WriteLine($"{fileName}> {trimmed.TrimEnd()}");
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yield return trimmed;
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}
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// Don't return a null, since this will be followed by GetReplInputs.
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}
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// Set up the input enumerator.
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IEnumerable<string?> inputs;
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if (args.InputFile is not null)
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{
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Console.WriteLine($"Reading from {args.InputFile}");
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inputs = GetFileInputs(args.InputFile).Concat(GetReplInputs());
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}
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else
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{
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inputs = GetReplInputs();
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}
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IScriptHandler? handler = new ReplScriptHandler();
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Console.Write(handler.Prompt);
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foreach (string? nextInput in inputs)
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{
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// Handle quitting directly.
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if (nextInput is null || nextInput == "quit" || nextInput == "exit")
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{
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break;
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}
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string input = nextInput.Trim();
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outputWriter?.WriteLine(input);
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outputWriter?.Flush();
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// Delegate all other command parsing to the handler.
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handler = handler.HandleInput(input);
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// Quit if the handler ends processing, otherwise prompt for the next command.
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if (handler is null)
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{
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break;
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}
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Console.Write(handler.Prompt);
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}
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Console.WriteLine("exiting");
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}
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}
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13
MultiversalDiplomacy/ReplOptions.cs
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13
MultiversalDiplomacy/ReplOptions.cs
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using CommandLine;
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namespace MultiversalDiplomacy;
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[Verb("repl", HelpText = "Begin an interactive 5dplomacy session.")]
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public class ReplOptions
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{
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[Option('i', "input", HelpText = "Begin the repl session by executing the commands in this file")]
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public string? InputFile { get; set; }
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[Option('o', "output", HelpText = "Echo the repl session to this file. Specify a directory to autogenerate a filename")]
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public string? OutputFile { get; set; }
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}
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75
MultiversalDiplomacy/Script/GameScriptHandler.cs
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75
MultiversalDiplomacy/Script/GameScriptHandler.cs
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using MultiversalDiplomacy.Model;
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namespace MultiversalDiplomacy.Script;
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/// <summary>
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/// A script handler for interacting with a loaded game.
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/// </summary>
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public class GameScriptHandler : IScriptHandler
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{
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public GameScriptHandler(World world)
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{
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World = world;
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}
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public string Prompt => "5dp> ";
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public World World { get; set; }
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public IScriptHandler? HandleInput(string input)
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{
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var args = input.Split(' ', StringSplitOptions.RemoveEmptyEntries);
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if (args.Length == 0)
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{
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return this;
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}
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var command = args[0];
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switch (command)
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{
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case "help":
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case "?":
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Console.WriteLine("commands:");
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Console.WriteLine(" list: list things in a game category");
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Console.WriteLine(" orders: submit order sets");
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break;
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case "list" when args.Length == 1:
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Console.WriteLine("usage:");
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Console.WriteLine(" list ordersets: unadjudicated order sets");
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Console.WriteLine(" list powers: the powers in the game");
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break;
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case "list" when args[1] == "ordersets":
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foreach (OrderSet orderSet in World.OrderSets.Where(os => !os.Adjudicated))
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{
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var lines = orderSet.Text.Split('\n');
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var firstLine = lines[0].Trim();
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Console.WriteLine($" {firstLine} ({lines.Length - 1} orders)");
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}
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break;
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case "list" when args[1] == "powers":
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Console.WriteLine("Powers:");
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foreach (Power power in World.Powers)
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{
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Console.WriteLine($" {power.Name}");
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}
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break;
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case "orders" when args.Length == 1:
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Console.WriteLine("usage: orders [power]");
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break;
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case "orders":
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var handler = new OrderSetScriptHandler(this, World, input);
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return handler;
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default:
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Console.WriteLine("Unrecognized command");
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break;
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}
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return this;
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}
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}
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21
MultiversalDiplomacy/Script/IScriptHandler.cs
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21
MultiversalDiplomacy/Script/IScriptHandler.cs
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namespace MultiversalDiplomacy.Script;
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/// <summary>
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/// A handler that interprets and executes 5dp script commands. Script handlers may create additional script handlers
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/// and delegate handling to them, allowing a sort of recursive parsing of script commands.
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/// </summary>
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public interface IScriptHandler
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{
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/// <summary>
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/// When used interactively, the prompt that should be displayed.
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/// </summary>
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public string Prompt { get; }
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/// <summary>
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/// Process a line of input.
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/// </summary>
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/// <returns>
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/// The handler that should handle the next line of input, or null if script handling should end.
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/// </returns>
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public IScriptHandler? HandleInput(string input);
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}
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MultiversalDiplomacy/Script/OrderSetScriptHandler.cs
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39
MultiversalDiplomacy/Script/OrderSetScriptHandler.cs
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using MultiversalDiplomacy.Model;
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namespace MultiversalDiplomacy.Script;
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/// <summary>
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/// A script handler for defining order sets.
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/// </summary>
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public class OrderSetScriptHandler : IScriptHandler
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{
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public OrderSetScriptHandler(GameScriptHandler parent, World world, string orderCommand)
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{
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this.parent = parent;
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this.world = world;
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this.orderSet = new() { orderCommand };
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}
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public string Prompt => "...> ";
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private GameScriptHandler parent { get; }
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private World world { get; }
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private List<string> orderSet { get; }
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public IScriptHandler? HandleInput(string input)
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{
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if (string.IsNullOrEmpty(input))
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{
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parent.World = GameController.SubmitOrderSet(world, string.Join('\n', orderSet));
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Console.WriteLine("Submitted order set");
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return parent;
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}
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else
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{
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orderSet.Add(input);
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return this;
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}
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}
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}
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46
MultiversalDiplomacy/Script/ReplScriptHandler.cs
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46
MultiversalDiplomacy/Script/ReplScriptHandler.cs
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namespace MultiversalDiplomacy.Script;
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/// <summary>
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/// A script handler for the interactive repl.
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/// </summary>
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public class ReplScriptHandler : IScriptHandler
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{
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public string Prompt => "5dp> ";
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public IScriptHandler? HandleInput(string input)
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{
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var args = input.Split(' ', StringSplitOptions.RemoveEmptyEntries);
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if (args.Length == 0)
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{
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return this;
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}
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var command = args[0];
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switch (command)
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{
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case "help":
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case "?":
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Console.WriteLine("commands:");
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Console.WriteLine(" help, ?: print this message");
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Console.WriteLine(" stab: stab");
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Console.WriteLine(" new: start a new game");
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break;
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case "stab":
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Console.WriteLine("stab");
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break;
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case "new":
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var world = GameController.InitializeWorld();
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var handler = new GameScriptHandler(world);
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Console.WriteLine("Started a new game");
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return handler;
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default:
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Console.WriteLine("Unrecognized command");
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break;
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}
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return this;
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}
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}
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