Reduce Unit.Power to string
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2e6e6c55b8
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@ -77,13 +77,13 @@ internal static class AdjudicatorHelpers
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{
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InvalidateIfNotMatching(
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order => order switch {
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ConvoyOrder convoy => convoy.Power == convoy.Unit.Power.Name,
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DisbandOrder disband => disband.Power == disband.Unit.Power.Name,
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HoldOrder hold => hold.Power == hold.Unit.Power.Name,
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MoveOrder move => move.Power == move.Unit.Power.Name,
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RetreatOrder retreat => retreat.Power == retreat.Unit.Power.Name,
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SupportHoldOrder support => support.Power == support.Unit.Power.Name,
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SupportMoveOrder support => support.Power == support.Unit.Power.Name,
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ConvoyOrder convoy => convoy.Power == convoy.Unit.Power,
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DisbandOrder disband => disband.Power == disband.Unit.Power,
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HoldOrder hold => hold.Power == hold.Unit.Power,
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MoveOrder move => move.Power == move.Unit.Power,
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RetreatOrder retreat => retreat.Power == retreat.Unit.Power,
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SupportHoldOrder support => support.Power == support.Unit.Power,
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SupportMoveOrder support => support.Power == support.Unit.Power,
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// Any order not given to a unit, by definition, cannot be given to a unit of the
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// wrong power
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_ => true,
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@ -262,7 +262,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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.Where(unit => !orderedUnits.Contains(unit))
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.ToList();
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List<HoldOrder> implicitHolds = unorderedUnits
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.Select(unit => new HoldOrder(unit.Power.Name, unit))
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.Select(unit => new HoldOrder(unit.Power, unit))
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.ToList();
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validationResults = validationResults
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.Concat(implicitHolds.Select(o => o.Validate(ValidationReason.Valid)))
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@ -793,7 +793,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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// Is failing to move away
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|| destMoveAway.Outcome == false))
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{
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Power destPower = destOrder.Unit.Power;
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string destPower = destOrder.Unit.Power;
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if (decision.Order.Unit.Power == destPower)
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{
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// Cannot dislodge own unit.
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@ -823,7 +823,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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// the case where it doesn't move and the attack strength is mitigated by supports not
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// helping to dislodge units of the same power as the support. The maximum tracks the
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// case where it does move and the attack strength is unmitigated.
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Power destPower = destMoveAway.Order.Unit.Power;
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string destPower = destMoveAway.Order.Unit.Power;
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int min = 1;
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int max = 1;
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foreach (SupportMoveOrder support in decision.Supports)
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@ -25,7 +25,7 @@ public class Unit
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/// <summary>
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/// The allegiance of the unit.
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/// </summary>
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public Power Power { get; }
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public string Power { get; }
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/// <summary>
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/// The type of unit.
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@ -38,7 +38,7 @@ public class Unit
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[JsonIgnore]
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public string Key => $"{Type.ToShort()} {Season.Timeline}-{Location}@{Season.Turn}";
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public Unit(string? past, string location, Season season, Power power, UnitType type)
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public Unit(string? past, string location, Season season, string power, UnitType type)
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{
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this.Past = past;
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this.Location = location;
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@ -48,13 +48,13 @@ public class Unit
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}
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public override string ToString()
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=> $"{Power.Name[0]} {Type.ToShort()} {Season.Timeline}-{Location}@{Season.Turn}";
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=> $"{Power[0]} {Type.ToShort()} {Season.Timeline}-{Location}@{Season.Turn}";
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/// <summary>
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/// Create a new unit. No validation is performed; the adjudicator should only call this
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/// method after accepting a build order.
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/// </summary>
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public static Unit Build(string location, Season season, Power power, UnitType type)
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public static Unit Build(string location, Season season, string power, UnitType type)
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=> new(past: null, location, season, power, type);
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/// <summary>
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@ -202,7 +202,7 @@ public class World
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: splits.Length == 3
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? Map.GetWater(splits[2])
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: Map.GetWater(splits[2], splits[3]);
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Unit unit = Unit.Build(location.Key, this.RootSeason, power, type);
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Unit unit = Unit.Build(location.Key, this.RootSeason, power.Name, type);
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return unit;
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});
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return this.Update(units: units);
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@ -261,7 +261,7 @@ public class TestCaseBuilder
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{
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foreach (Unit unit in this.World.Units)
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{
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if (unit.Power == power
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if (unit.Power == power.Name
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&& World.Map.GetLocation(unit).Province == location.Province
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&& unit.Season == season)
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{
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@ -270,7 +270,7 @@ public class TestCaseBuilder
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}
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// Not found
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Unit newUnit = Unit.Build(location.Key, season, power, type);
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Unit newUnit = Unit.Build(location.Key, season, power.Name, type);
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this.World = this.World.Update(units: this.World.Units.Append(newUnit));
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return newUnit;
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}
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@ -28,15 +28,15 @@ class TestCaseBuilderTest
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Assert.That(setup.World.Units, Is.Not.Empty, "Expected units to be created");
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Unit armyLON = setup.World.GetUnitAt("London");
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Assert.That(armyLON.Power.Name, Is.EqualTo("England"), "Unit created with wrong power");
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Assert.That(armyLON.Power, Is.EqualTo("England"), "Unit created with wrong power");
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Assert.That(armyLON.Type, Is.EqualTo(UnitType.Army), "Unit created with wrong type");
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Unit fleetIRI = setup.World.GetUnitAt("Irish Sea");
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Assert.That(fleetIRI.Power.Name, Is.EqualTo("England"), "Unit created with wrong power");
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Assert.That(fleetIRI.Power, Is.EqualTo("England"), "Unit created with wrong power");
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Assert.That(fleetIRI.Type, Is.EqualTo(UnitType.Fleet), "Unit created with wrong type");
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Unit fleetSTP = setup.World.GetUnitAt("Saint Petersburg");
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Assert.That(fleetSTP.Power.Name, Is.EqualTo("Russia"), "Unit created with wrong power");
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Assert.That(fleetSTP.Power, Is.EqualTo("Russia"), "Unit created with wrong power");
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Assert.That(fleetSTP.Type, Is.EqualTo(UnitType.Fleet), "Unit created with wrong type");
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Assert.That(
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fleetSTP.Location,
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@ -15,7 +15,7 @@ public class UnitTests
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Tyr = world.Map.GetLand("Tyr");
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Power pw1 = world.Map.GetPower("Austria");
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Season a0 = world.RootSeason;
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Unit u1 = Unit.Build(Mun.Key, a0, pw1, UnitType.Army);
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Unit u1 = Unit.Build(Mun.Key, a0, pw1.Name, UnitType.Army);
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world = world.ContinueOrFork(a0, out Season a1);
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Unit u2 = u1.Next(Boh.Key, a1);
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