Eliminate MoveOrder.Province
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@ -8,7 +8,7 @@ public class MovementDecisions
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public Dictionary<Unit, IsDislodged> IsDislodged { get; }
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public Dictionary<MoveOrder, HasPath> HasPath { get; }
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public Dictionary<SupportOrder, GivesSupport> GivesSupport { get; }
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public Dictionary<(Province, string), HoldStrength> HoldStrength { get; }
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public Dictionary<(string, string), HoldStrength> HoldStrength { get; }
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public Dictionary<MoveOrder, AttackStrength> AttackStrength { get; }
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public Dictionary<MoveOrder, DefendStrength> DefendStrength { get; }
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public Dictionary<MoveOrder, PreventStrength> PreventStrength { get; }
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@ -91,10 +91,10 @@ public class MovementDecisions
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.Distinct()
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.ToList();
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(Province province, string season) UnitPoint(Unit unit)
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=> (world.Map.GetLocation(unit.Location).Province, unit.Season.Key);
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(Province province, string season) MovePoint(MoveOrder move)
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=> (move.Province, move.Season.Key);
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(string province, string season) UnitPoint(Unit unit)
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=> (world.Map.GetLocation(unit.Location).Province.Name, unit.Season.Key);
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(string province, string season) MovePoint(MoveOrder move)
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=> (move.Location.Province.Name, move.Season.Key);
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// Create a hold strength decision with an associated order for every province with a unit.
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foreach (UnitOrder order in relevantOrders)
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@ -108,13 +108,13 @@ public class MovementDecisions
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bool IsIncoming(UnitOrder me, MoveOrder other)
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=> me != other
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&& other.Season == me.Unit.Season
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&& other.Province == world.Map.GetLocation(me.Unit).Province;
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&& other.Location.Province.Name == world.Map.GetLocation(me.Unit).Province.Name;
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bool AreOpposing(MoveOrder one, MoveOrder two)
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=> one.Season == two.Unit.Season
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&& two.Season == one.Unit.Season
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&& one.Province == world.Map.GetLocation(two.Unit).Province
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&& two.Province == world.Map.GetLocation(one.Unit).Province;
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&& one.Location.Province.Name == world.Map.GetLocation(two.Unit).Province.Name
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&& two.Location.Province.Name == world.Map.GetLocation(one.Unit).Province.Name;
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// Create all other relevant decisions for each order in the affected timelines.
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foreach (UnitOrder order in relevantOrders)
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@ -153,7 +153,7 @@ public class MovementDecisions
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DoesMove[move] = new(move, opposingMove, competing);
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// Ensure a hold strength decision exists for the destination.
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HoldStrength.Ensure(MovePoint(move), () => new(move.Province, move.Season));
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HoldStrength.Ensure(MovePoint(move), () => new(move.Location.Province, move.Season));
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}
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else if (order is SupportOrder support)
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{
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@ -173,7 +173,7 @@ public class MovementDecisions
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{
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// Ensure a hold strength decision exists for the target's destination.
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HoldStrength.Ensure(
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(supportMove.Province, supportMove.Season.Key),
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(supportMove.Province.Name, supportMove.Season.Key),
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() => new(supportMove.Province, supportMove.Season));
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}
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}
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@ -776,7 +776,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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// If there is a head to head battle, a unit at the destination that isn't moving away, or
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// a unit at the destination that will fail to move away, then the attacking unit will have
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// to dislodge it.
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UnitOrder? destOrder = decisions.HoldStrength[(decision.Order.Province, decision.Order.Season.Key)].Order;
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UnitOrder? destOrder = decisions.HoldStrength[(decision.Order.Location.Province.Name, decision.Order.Season.Key)].Order;
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DoesMove? destMoveAway = destOrder is MoveOrder moveAway
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? decisions.DoesMove[moveAway]
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: null;
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@ -955,7 +955,7 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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// strength.
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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.Province, decision.Order.Season.Key)];
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: decisions.HoldStrength[(decision.Order.Location.Province.Name, decision.Order.Season.Key)];
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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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@ -17,11 +17,6 @@ public class MoveOrder : UnitOrder
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/// </summary>
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public Location Location { get; }
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/// <summary>
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/// The destination province to which the unit should move.
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/// </summary>
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public Province Province => this.Location.Province;
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public MoveOrder(string power, Unit unit, Season season, Location location)
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: base (power, unit)
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{
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@ -31,7 +26,7 @@ public class MoveOrder : UnitOrder
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public override string ToString()
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{
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return $"{this.Unit} -> {Season.Timeline}-{Province}@{Season.Turn}";
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return $"{this.Unit} -> {Season.Timeline}-{Location.Province}@{Season.Turn}";
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}
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/// <summary>
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@ -40,5 +35,5 @@ public class MoveOrder : UnitOrder
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public bool IsCompeting(MoveOrder other)
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=> this != other
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&& this.Season == other.Season
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&& this.Province == other.Province;
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&& this.Location.Province == other.Location.Province;
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}
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