Add adjudicate command and implement AdjudicateOrders
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@ -8,6 +8,18 @@ namespace MultiversalDiplomacy.Adjudicate;
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/// </summary>
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public interface IPhaseAdjudicator
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{
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/// <summary>
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/// Given a list of order sets, determine which entries are comprehensible as orders.
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/// An order set entry may comprehensible as an order but not valid for the current
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/// phase; these orders will be rejected by <see cref="ValidateOrders"/>.
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/// </summary>
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/// <param name="world">The global game state.</param>
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/// <param name="orderSets">The order sets to adjudicate.</param>
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/// <returns>
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/// A list of <see cref="Order"/> objects representing the orders parsed.
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/// </returns>
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public List<Order> ParseOrderSets(World world, List<OrderSet> orderSets);
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/// <summary>
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/// Given a list of orders, determine which orders are valid for this adjudicator and
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/// which should be rejected before adjudication. Adjudication should be performed on
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@ -19,6 +19,11 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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this.logger = logger;
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}
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public List<Order> ParseOrderSets(World world, List<OrderSet> orderSets)
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{
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throw new NotImplementedException();
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}
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public List<OrderValidation> ValidateOrders(World world, List<Order> orders)
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{
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// The basic workflow of this function will be to look for invalid orders, remove these
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@ -1,4 +1,6 @@
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using MultiversalDiplomacy.Adjudicate;
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using MultiversalDiplomacy.Model;
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using MultiversalDiplomacy.Orders;
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namespace MultiversalDiplomacy;
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@ -21,9 +23,28 @@ public static class GameController
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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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// Determine which phase the game is in, which determines how orders should be interpreted and adjudicated.
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PhaseType phaseType = world.GetNextPhaseType();
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IPhaseAdjudicator adjudicator = phaseType switch {
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PhaseType.Movement => MovementPhaseAdjudicator.Instance,
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PhaseType.Retreat => throw new NotImplementedException(),
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PhaseType.Build => throw new NotImplementedException(),
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PhaseType.Sustain => throw new NotImplementedException(),
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_ => throw new InvalidOperationException(phaseType.ToString()),
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};
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// Parse the order sets into actual orders.
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List<Order> parsedOrders = adjudicator.ParseOrderSets(world, world.OrderSets.ToList());
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// Validate the orders.
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var orderValidations = adjudicator.ValidateOrders(world, parsedOrders);
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// Adjudicate the orders.
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var validOrders = orderValidations.Where(v => v.Valid).Select(v => v.Order).ToList();
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var results = adjudicator.AdjudicateOrders(world, validOrders);
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// Update the world.
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return adjudicator.UpdateWorld(world, results);
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}
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}
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@ -0,0 +1,9 @@
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namespace MultiversalDiplomacy.Model;
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public enum PhaseType
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{
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Movement = 1,
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Retreat = 2,
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Build = 3,
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Sustain = 4,
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}
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@ -309,6 +309,17 @@ public class World
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return foundUnit;
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}
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public PhaseType GetNextPhaseType()
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{
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// TODO: Figure how to order build and sustain phases in a staggered multiverse
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if (RetreatingUnits.Any())
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{
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return PhaseType.Retreat;
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}
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return PhaseType.Movement;
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}
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/// <summary>
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/// The standard Diplomacy provinces.
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/// </summary>
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@ -30,11 +30,16 @@ public class GameScriptHandler : IScriptHandler
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case "help":
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case "?":
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Console.WriteLine("commands:");
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Console.WriteLine(" adjudicate: adjudicate the current orders");
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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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Console.WriteLine(" status: overview of the state of the game");
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break;
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case "adjudicate":
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World = GameController.AdjudicateOrders(World);
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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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