Add depth tracking to decision resolution
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@ -286,7 +286,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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foreach (AdjudicationDecision decision in decisions.Values)
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{
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// This will noop without progress if the decision is already resolved
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progress |= ResolveDecision(decision, world, decisions);
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progress |= ResolveDecision(decision, world, decisions, depth: 0);
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}
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} while (progress);
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@ -384,27 +384,37 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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return updated;
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}
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/// <summary>
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/// Attempt to resolve an adjudication decision.
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/// </summary>
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/// <returns>
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/// If any adjudication was further determined, returns true. If nothing was further determined, returns false.
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/// </returns>
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private bool ResolveDecision(
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AdjudicationDecision decision,
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World world,
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MovementDecisions decisions)
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=> decision.Resolved ? false : decision switch
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MovementDecisions decisions,
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int depth)
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{
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return decision.Resolved ? false : decision switch
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{
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IsDislodged d => ResolveIsUnitDislodged(d, world, decisions),
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HasPath d => ResolveDoesMoveHavePath(d, world, decisions),
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GivesSupport d => ResolveIsSupportGiven(d, world, decisions),
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HoldStrength d => ResolveHoldStrength(d, world, decisions),
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AttackStrength d => ResolveAttackStrength(d, world, decisions),
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DefendStrength d => ResolveDefendStrength(d, world, decisions),
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PreventStrength d => ResolvePreventStrength(d, world, decisions),
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DoesMove d => ResolveDoesUnitMove(d, world, decisions),
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IsDislodged d => ResolveIsUnitDislodged(d, world, decisions, depth + 1),
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HasPath d => ResolveDoesMoveHavePath(d, world, decisions, depth + 1),
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GivesSupport d => ResolveIsSupportGiven(d, world, decisions, depth + 1),
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HoldStrength d => ResolveHoldStrength(d, world, decisions, depth + 1),
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AttackStrength d => ResolveAttackStrength(d, world, decisions, depth + 1),
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DefendStrength d => ResolveDefendStrength(d, world, decisions, depth + 1),
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PreventStrength d => ResolvePreventStrength(d, world, decisions, depth + 1),
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DoesMove d => ResolveDoesUnitMove(d, world, decisions, depth + 1),
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_ => throw new NotSupportedException($"Unknown decision type: {decision.GetType()}")
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};
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}
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private bool ResolveIsUnitDislodged(
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IsDislodged decision,
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World world,
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MovementDecisions decisions)
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MovementDecisions decisions,
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int depth)
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{
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bool progress = false;
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@ -413,7 +423,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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if (decision.Order is MoveOrder moveOrder)
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{
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DoesMove move = decisions.DoesMove[moveOrder];
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progress |= ResolveDecision(move, world, decisions);
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progress |= ResolveDecision(move, world, decisions, depth + 1);
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// If this unit received a move order and the move is successful, it cannot be
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// dislodged.
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@ -437,7 +447,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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foreach (MoveOrder dislodger in decision.Incoming)
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{
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DoesMove move = decisions.DoesMove[dislodger];
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progress |= ResolveDecision(move, world, decisions);
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progress |= ResolveDecision(move, world, decisions, depth + 1);
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// If at least one invader will move, this unit is dislodged.
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if (move.Outcome == true)
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@ -465,7 +475,8 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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private bool ResolveDoesMoveHavePath(
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HasPath decision,
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World world,
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MovementDecisions decisions)
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MovementDecisions decisions,
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int depth)
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{
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bool progress= false;
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@ -494,7 +505,8 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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private bool ResolveIsSupportGiven(
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GivesSupport decision,
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World world,
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MovementDecisions decisions)
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MovementDecisions decisions,
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int depth)
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{
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bool progress = false;
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@ -504,7 +516,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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foreach (MoveOrder cut in decision.Cuts)
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{
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AttackStrength attack = decisions.AttackStrength[cut];
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progress |= ResolveDecision(attack, world, decisions);
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progress |= ResolveDecision(attack, world, decisions, depth + 1);
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// If at least one attack has a nonzero minimum, the support decision can be resolved
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// to false.
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@ -524,7 +536,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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// Support is also cut if the unit is dislodged.
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IsDislodged dislodge = decisions.IsDislodged[decision.Order.Unit];
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progress |= ResolveDecision(dislodge, world, decisions);
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progress |= ResolveDecision(dislodge, world, decisions, depth + 1);
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if (dislodge.Outcome == true)
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{
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progress |= decision.Update(false);
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@ -546,7 +558,8 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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private bool ResolveHoldStrength(
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HoldStrength decision,
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World world,
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MovementDecisions decisions)
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MovementDecisions decisions,
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int depth)
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{
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bool progress = false;
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@ -561,7 +574,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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if (decision.Order is MoveOrder move)
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{
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DoesMove moves = decisions.DoesMove[move];
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progress |= ResolveDecision(moves, world, decisions);
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progress |= ResolveDecision(moves, world, decisions, depth + 1);
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progress |= decision.Update(
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moves.Outcome != false ? 0 : 1,
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moves.Outcome == true ? 0 : 1);
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@ -575,7 +588,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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foreach (SupportHoldOrder support in decision.Supports)
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{
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GivesSupport givesSupport = decisions.GivesSupport[support];
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progress |= ResolveDecision(givesSupport, world, decisions);
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progress |= ResolveDecision(givesSupport, world, decisions, depth + 1);
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if (givesSupport.Outcome == true) min += 1;
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if (givesSupport.Outcome != false) max += 1;
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}
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@ -587,13 +600,14 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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private bool ResolveAttackStrength(
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AttackStrength decision,
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World world,
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MovementDecisions decisions)
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MovementDecisions decisions,
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int depth)
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{
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bool progress = false;
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// If there is no path, the attack strength is zero.
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var hasPath = decisions.HasPath[decision.Order];
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progress |= ResolveDecision(hasPath, world, decisions);
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progress |= ResolveDecision(hasPath, world, decisions, depth + 1);
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if (hasPath.Outcome == false)
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{
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progress |= decision.Update(0, 0);
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@ -609,7 +623,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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: null;
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if (destMoveAway != null)
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{
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progress |= ResolveDecision(destMoveAway, world, decisions);
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progress |= ResolveDecision(destMoveAway, world, decisions, depth + 1);
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}
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if (// In any case here, there will have to be a unit at the destination with an order,
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// which means that destOrder will have to be populated. Including this in the if
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@ -638,7 +652,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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{
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if (support.Unit.Power == destPower) continue;
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GivesSupport givesSupport = decisions.GivesSupport[support];
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progress |= ResolveDecision(givesSupport, world, decisions);
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progress |= ResolveDecision(givesSupport, world, decisions, depth + 1);
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if (givesSupport.Outcome == true) min += 1;
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if (givesSupport.Outcome != false) max += 1;
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}
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@ -658,7 +672,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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foreach (SupportMoveOrder support in decision.Supports)
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{
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GivesSupport givesSupport = decisions.GivesSupport[support];
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progress |= ResolveDecision(givesSupport, world, decisions);
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progress |= ResolveDecision(givesSupport, world, decisions, depth + 1);
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if (support.Unit.Power != destPower && givesSupport.Outcome == true) min += 1;
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if (givesSupport.Outcome != false) max += 1;
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}
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@ -676,7 +690,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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foreach (SupportMoveOrder support in decision.Supports)
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{
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GivesSupport givesSupport = decisions.GivesSupport[support];
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progress |= ResolveDecision(givesSupport, world, decisions);
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progress |= ResolveDecision(givesSupport, world, decisions, depth + 1);
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if (givesSupport.Outcome == true) min += 1;
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if (givesSupport.Outcome != false) max += 1;
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}
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@ -688,7 +702,8 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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private bool ResolveDefendStrength(
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DefendStrength decision,
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World world,
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MovementDecisions decisions)
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MovementDecisions decisions,
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int depth)
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{
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bool progress = false;
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@ -699,7 +714,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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foreach (SupportMoveOrder support in decision.Supports)
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{
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GivesSupport givesSupport = decisions.GivesSupport[support];
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progress |= ResolveDecision(givesSupport, world, decisions);
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progress |= ResolveDecision(givesSupport, world, decisions, depth + 1);
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if (givesSupport.Outcome == true) min += 1;
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if (givesSupport.Outcome != false) max += 1;
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}
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@ -711,13 +726,14 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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private bool ResolvePreventStrength(
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PreventStrength decision,
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World world,
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MovementDecisions decisions)
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MovementDecisions decisions,
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int depth)
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{
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bool progress = false;
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// If there is no path, the prevent strength is zero.
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var hasPath = decisions.HasPath[decision.Order];
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progress |= ResolveDecision(hasPath, world, decisions);
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progress |= ResolveDecision(hasPath, world, decisions, depth + 1);
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if (hasPath.Outcome == false)
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{
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progress |= decision.Update(0, 0);
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@ -741,7 +757,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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foreach (SupportMoveOrder support in decision.Supports)
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{
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GivesSupport givesSupport = decisions.GivesSupport[support];
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progress |= ResolveDecision(givesSupport, world, decisions);
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progress |= ResolveDecision(givesSupport, world, decisions, depth + 1);
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if (givesSupport.Outcome == true) min += 1;
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if (givesSupport.Outcome != false) max += 1;
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}
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@ -763,13 +779,14 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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private bool ResolveDoesUnitMove(
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DoesMove decision,
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World world,
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MovementDecisions decisions)
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MovementDecisions decisions,
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int depth)
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{
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bool progress = false;
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// Resolve the move's attack strength.
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AttackStrength attack = decisions.AttackStrength[decision.Order];
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progress |= ResolveDecision(attack, world, decisions);
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progress |= ResolveDecision(attack, world, decisions, depth + 1);
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// In a head to head battle, the threshold for the attack strength to beat is the opposing
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// defend strength. Outside a head to head battle, the threshold is the destination's hold
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@ -777,7 +794,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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NumericAdjudicationDecision defense = decision.OpposingMove != null
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? decisions.DefendStrength[decision.OpposingMove]
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: decisions.HoldStrength[decision.Order.Point];
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progress |= ResolveDecision(defense, world, decisions);
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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 (attack.MaxValue <= defense.MinValue)
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@ -791,7 +808,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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foreach (MoveOrder order in decision.Competing)
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{
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PreventStrength prevent = decisions.PreventStrength[order];
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progress |= ResolveDecision(prevent, world, decisions);
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progress |= ResolveDecision(prevent, world, decisions, depth + 1);
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// If attack doesn't beat the prevent, resolve the move to false.
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if (attack.MaxValue <= prevent.MinValue)
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{
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