Implement coastal accessibility checks for move orders
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@ -307,34 +307,45 @@ public class OrderParser(World world)
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: subject.Season.Turn;
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var destProvince = world.Map.Provinces.Single(province => province.Is(move.destProvince));
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string? destLocationKey = null;
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// DATC 4.B.6 requires that "irrelevant" locations like army to Spain nc be ignored.
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// To satisfy this, any location of the wrong type is categorically ignored, so for an army the
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// "north coast" location effectively doesn't exist here.
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// DATC 4.B specifies how to interpret orders with missing or incorrect locations. These issues arise because
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// of provinces with multiple locations of the same type, i.e. two-coast provinces in Classical. In general,
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// DATC's only concern is to disambiguate the order, failing the order only when it is ineluctably ambiguous
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// (4.B.1) or explicitly incorrect (4.B.3). Irrelevant or nonexistent locations can be ignored.
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// If there is only one possible location for the moving unit, that location is used. The idea of land and
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// water locations is an implementation detail of 5dplomacy and not part of the Diplomacy rules, so they will
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// usually be omitted, and so moving an army to any land province or a fleet to a non-multi-coast province is
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// naturally unambiguous even without the location.
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var unitLocations = destProvince.Locations.Where(loc => loc.Type switch {
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LocationType.Land => subject.Type == UnitType.Army,
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LocationType.Water => subject.Type == UnitType.Fleet,
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_ => false,
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});
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// DATC 4.6.B also requires that unknown coasts be ignored. To satisfy this, an additional filter by name.
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// Doing both of these filters means "A - Spain/nc" is as meaningful as "F - Spain/wc".
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var matchingLocations = unitLocations.Where(loc => loc.Is(move.destLocation));
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// If one location matched, use that location. If the coast is inaccessible to the subject, the order will
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// be invalidated by a path check later to satisfy DATC 4.B.3.
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string? destLocationKey = matchingLocations.FirstOrDefault(defaultValue: null)?.Key;
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if (!unitLocations.Any()) return false; // If *no* locations match, the move is illegal
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if (unitLocations.Count() == 1) destLocationKey ??= unitLocations.Single().Key;
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// If more than one location is possible for the unit, the order must be disambiguated by the dest location
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// or the physical realities of which coast is accessible. DATC 4.B.3 makes an order illegal if the location
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// is specified but it isn't an accessible coast, so successfully specifying a location takes precedence over
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// there being one accessible coast.
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if (destLocationKey is null) {
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// If no location matched, location was omitted, nonexistent, or the wrong type.
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// If one location is accessible, DATC 4.B.2 requires that it be used.
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// If more than one location is accessible, DATC 4.B.1 requires the order fail.
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// TODO check which locations are accessible per the above
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destLocationKey = unitLocations.First().Key;
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// return false;
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var matchingLocations = unitLocations.Where(loc => loc.Is(move.destLocation));
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if (matchingLocations.Any()) destLocationKey ??= matchingLocations.Single().Key;
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}
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// If the order location didn't disambiguate the coasts, either because it's missing or it's nonsense, the
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// order can be disambiguated by there being one accessible coast from the order source.
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if (destLocationKey is null) {
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Location source = world.Map.GetLocation(subject.Location);
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var accessibleLocations = destProvince.Locations.Where(loc => loc.Adjacents.Contains(source));
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if (accessibleLocations.Count() == 1) destLocationKey ??= accessibleLocations.Single().Key;
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}
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// If the order is still ambiguous, fail per DATC 4.B.1.
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if (destLocationKey is null) return false;
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order = new MoveOrder(power, subject, new(destTimeline, destTurn), destLocationKey);
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return true;
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}
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