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5c2fce0fa7
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66a85f2360
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@ -1,27 +0,0 @@
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{
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// Use IntelliSense to learn about possible attributes.
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// Hover to view descriptions of existing attributes.
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// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
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"version": "0.2.0",
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"configurations": [
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{
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"name": ".NET Core Launch (console)",
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"type": "coreclr",
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"request": "launch",
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"preLaunchTask": "build",
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"program": "${workspaceFolder}/MultiversalDiplomacy/bin/Debug/net6.0/MultiversalDiplomacy.dll",
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"args": ["repl"],
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"cwd": "${workspaceFolder}/MultiversalDiplomacy",
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"console": "internalConsole",
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"stopAtEntry": true
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},
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{
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"name": ".NET Core Attach",
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"type": "coreclr",
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"request": "attach"
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}
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],
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"logging": {
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"engineLogging": true
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}
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}
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@ -1,41 +0,0 @@
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{
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"version": "2.0.0",
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"tasks": [
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{
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"label": "build",
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"command": "dotnet",
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"type": "process",
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"args": [
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"build",
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"${workspaceFolder}/MultiversalDiplomacy/MultiversalDiplomacy.csproj",
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"/property:GenerateFullPaths=true",
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"/consoleloggerparameters:NoSummary"
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],
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"problemMatcher": "$msCompile"
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},
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{
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"label": "publish",
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"command": "dotnet",
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"type": "process",
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"args": [
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"publish",
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"${workspaceFolder}/MultiversalDiplomacy/MultiversalDiplomacy.csproj",
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"/property:GenerateFullPaths=true",
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"/consoleloggerparameters:NoSummary"
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],
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"problemMatcher": "$msCompile"
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},
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{
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"label": "watch",
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"command": "dotnet",
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"type": "process",
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"args": [
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"watch",
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"run",
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"--project",
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"${workspaceFolder}/MultiversalDiplomacy/MultiversalDiplomacy.csproj"
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],
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"problemMatcher": "$msCompile"
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}
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]
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}
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@ -8,18 +8,6 @@ namespace MultiversalDiplomacy.Adjudicate;
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/// </summary>
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/// </summary>
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public interface IPhaseAdjudicator
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public interface IPhaseAdjudicator
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{
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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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/// <summary>
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/// Given a list of orders, determine which orders are valid for this adjudicator and
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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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/// which should be rejected before adjudication. Adjudication should be performed on
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@ -1,5 +1,3 @@
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using System.Linq;
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using MultiversalDiplomacy.Adjudicate.Decision;
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using MultiversalDiplomacy.Adjudicate.Decision;
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using MultiversalDiplomacy.Adjudicate.Logging;
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using MultiversalDiplomacy.Adjudicate.Logging;
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using MultiversalDiplomacy.Model;
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using MultiversalDiplomacy.Model;
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@ -21,36 +19,6 @@ public class MovementPhaseAdjudicator : IPhaseAdjudicator
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this.logger = logger;
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this.logger = logger;
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}
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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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foreach (OrderSet orderSet in orderSets)
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{
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string[] lines = orderSet.Text.Split('\n');
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string powerLine = lines[0];
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// TODO verify
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string powerName = powerLine.Substring("orders ".Length);
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foreach (string line in lines.Skip(1))
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{
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// Individual order components do not have spaces in them
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string[] tokens = line.Split(' ');
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int i = 0;
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// Check for a unit type
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string[] unitTypes = new string[] { "a", "f"};
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if (unitTypes.Contains(tokens[i].ToLowerInvariant()))
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{
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// yay
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i++;
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}
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//
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}
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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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public List<OrderValidation> ValidateOrders(World world, List<Order> orders)
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{
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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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// The basic workflow of this function will be to look for invalid orders, remove these
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@ -1,6 +1,4 @@
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using MultiversalDiplomacy.Adjudicate;
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using MultiversalDiplomacy.Model;
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using MultiversalDiplomacy.Model;
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using MultiversalDiplomacy.Orders;
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namespace MultiversalDiplomacy;
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namespace MultiversalDiplomacy;
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@ -23,28 +21,9 @@ public static class GameController
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public static World AdjudicateOrders(World world)
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public static World AdjudicateOrders(World world)
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{
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{
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// Determine which phase the game is in, which determines how orders should be interpreted and adjudicated.
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// TODO: Parse the order sets into orders
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PhaseType phaseType = world.GetNextPhaseType();
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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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IPhaseAdjudicator adjudicator = phaseType switch {
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return world;
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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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}
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}
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@ -1,9 +0,0 @@
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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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@ -309,17 +309,6 @@ public class World
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return foundUnit;
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return foundUnit;
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}
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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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/// <summary>
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/// The standard Diplomacy provinces.
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/// The standard Diplomacy provinces.
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/// </summary>
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/// </summary>
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@ -30,31 +30,8 @@ public class GameScriptHandler : IScriptHandler
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case "help":
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case "help":
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case "?":
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case "?":
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Console.WriteLine("commands:");
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Console.WriteLine("commands:");
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Console.WriteLine(" adjudicate: adjudicate the current orders");
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Console.WriteLine(" assert: assert about the state of the game");
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Console.WriteLine(" list: list things in a game category");
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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(" 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 "assert" when args.Length == 1:
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Console.WriteLine("usage:");
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Console.WriteLine(" assert timeline [timeline]@[turn]: timeline exists");
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Console.WriteLine(" assert unit [unit spec]: unit exists");
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break;
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case "assert" when args[1] == "timeline":
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// TODO: raise an error if the timeline doesn't exist
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Console.WriteLine("WIP");
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break;
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case "assert" when args[1] == "unit":
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// TODO: raise an error if the unit doesn't exist
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Console.WriteLine("WIP");
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break;
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break;
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case "list" when args.Length == 1:
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case "list" when args.Length == 1:
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@ -93,17 +70,6 @@ public class GameScriptHandler : IScriptHandler
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Console.WriteLine("Unrecognized power");
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Console.WriteLine("Unrecognized power");
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break;
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break;
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case "status":
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foreach (Season season in World.Seasons)
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{
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Console.WriteLine($"{season}");
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foreach (Unit unit in World.Units.Where(u => u.Season == season))
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{
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Console.WriteLine($" {unit}");
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}
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||||||
}
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||||||
break;
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||||||
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default:
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default:
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||||||
Console.WriteLine("Unrecognized command");
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Console.WriteLine("Unrecognized command");
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break;
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break;
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||||||
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|
96
README.md
96
README.md
|
@ -22,102 +22,8 @@ When a unit changes the outcome of a battle in the past, only the timeline of th
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Since there are many ways to create new timelines, the game would rapidly expand beyond all comprehension if this were not counterbalanced in some way. This happens during the _sustain phase_, which occurs after the fall movement and retreat phases and before the winter buid/disband phase.
|
Since there are many ways to create new timelines, the game would rapidly expand beyond all comprehension if this were not counterbalanced in some way. This happens during the _sustain phase_, which occurs after the fall movement and retreat phases and before the winter buid/disband phase.
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WIP: the sustain phase has not been implemented yet
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(TODO)
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### Victory conditions
|
### Victory conditions
|
||||||
|
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||||||
The Great Powers of Europe can only wage multiversal wars because they are lead by extradimensional beings masquerading as human politicians. When a country is eliminated in one timeline, its extradimensional leader is executed, killing them in all timelines.
|
The Great Powers of Europe can only wage multiversal wars because they are lead by extradimensional beings masquerading as human politicians. When a country is eliminated in one timeline, its extradimensional leader is executed, killing them in all timelines.
|
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|
|
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### Unit designations
|
|
||||||
|
|
||||||
In _Diplomacy_, orders refer to provinces, such as "A Mun-Tyr". In _5D Diplomacy with Multiversal Time Travel_, this is insufficient to unambiguously identify a province, since the province exists in multiple timelines across multiple turns. The convention for identifying a multiversal location is `timeline:province:turn`, where `timeline` is the timeline's identifier and `turn` is the turn's identifier. Thus, an army in Munich in timeline "bravo" in Spring 1902 is referenced as "A b:Mun:S02".
|
|
||||||
|
|
||||||
(Why this order? Short representations for timelines and turns can be confused for each other, especially for timelines designated with `foxtrot` or `sierra` and turns in Fall or Spring. _5D Diplomacy with Multiversal Time Travel_ is already complicated enough, so the timeline and turn are put on either side of the province.)
|
|
||||||
|
|
||||||
WIP: parsing of turn designations has not been implemented yet
|
|
||||||
|
|
||||||
### Open convoys
|
|
||||||
|
|
||||||
The standard _Diplomacy_ rules require that a convoy order include the convoyed unit's origin and destination. This is hard to coordinate once there are multiple turns and timelines involved. _5D Diplomacy with Multiversal Time Travel_ thus introduces the concept of an _open convoy_, a nonspecific convoy order that can become part of a convoy later.
|
|
||||||
|
|
||||||
WIP: open convoys have not been implemented yet
|
|
||||||
|
|
||||||
## DATC compliance
|
|
||||||
|
|
||||||
WIP
|
|
||||||
|
|
||||||
## 5dp script
|
|
||||||
|
|
||||||
Order notation is case-insensitive.
|
|
||||||
|
|
||||||
### Order element grammar
|
|
||||||
|
|
||||||
A unit type is specified with a single letter.
|
|
||||||
```
|
|
||||||
<unit-spec> = "A" / "F"
|
|
||||||
```
|
|
||||||
|
|
||||||
A timeline is specified with a primary designation initial, plus a secondary designation if there are enough timelines.
|
|
||||||
```
|
|
||||||
<timeline-spec> = <tl-primary> <tl-secondary>
|
|
||||||
<tl-primary> = "a" / "b" / ...
|
|
||||||
<tl-secondary> = "" / "1" / "2" / ...
|
|
||||||
```
|
|
||||||
|
|
||||||
A province is specified with a known three-letter abbreviation. A named location in a province may optionally be specfied with its abbreviation. A named location is not necessary for the _form_ of a province to be valid, though an order may be invalid if the omission creates an ambiguity.
|
|
||||||
```
|
|
||||||
<province-spec> = <province> ["/" <location>]
|
|
||||||
<province> = "MUN" / "TYR" / ...
|
|
||||||
<location> = "nc" / "sc" / ...
|
|
||||||
```
|
|
||||||
|
|
||||||
A turn is specified with the season's initial and the short form of the year. Winter is numbered in the year of the previous Fall.
|
|
||||||
```
|
|
||||||
<turn-spec> = <season> <year>
|
|
||||||
<season> = "S" / "F" / "W"
|
|
||||||
<year> = "01" / "02" / ...
|
|
||||||
```
|
|
||||||
|
|
||||||
A multiversal location is a timeline, a province, and a turn separated by a colon.
|
|
||||||
```
|
|
||||||
<multiverse-spec> = <timeline-spec> ":" <province-spec> ":" <turn-spec>
|
|
||||||
```
|
|
||||||
|
|
||||||
Thus, `b1:IRI:F02` represents the Irish Sea, in Fall 1902, in timeline bravo-prime.
|
|
||||||
|
|
||||||
### Order formats
|
|
||||||
|
|
||||||
Note that DATC 4.C makes unit designations superfluous outside some build order cases. Thus, the `<unit-spec>` is considered optional in the orders below.
|
|
||||||
|
|
||||||
Hold orders require the unit and an indication of a hold order.
|
|
||||||
```
|
|
||||||
<hold-order> = [<unit-spec> " "] <multiverse-spec> " " <hold-token>
|
|
||||||
<hold-token> = "hold" / "holds"
|
|
||||||
```
|
|
||||||
|
|
||||||
Move orders require the unit, target, and an indication of movement instead of support.
|
|
||||||
```
|
|
||||||
<move-order> = [<unit-spec> " "] <multiverse-spec> <move-token> <multiverse-spec>
|
|
||||||
<move-token> = "-" / " to "
|
|
||||||
```
|
|
||||||
|
|
||||||
Support-hold orders require the unit, target, and an indication of support instead of movement.
|
|
||||||
```
|
|
||||||
<support-hold-order> = [<unit-spec> " "] <multiverse-spec> <support-token> <multiverse-spec>
|
|
||||||
<support-token> = " S " / " support " / " supports "
|
|
||||||
```
|
|
||||||
|
|
||||||
Support-move orders require the unit, target, and the support and move indicators.
|
|
||||||
```
|
|
||||||
<support-move-order> = [<unit-spec> " "] <multiverse-spec> <support-token> <move-order>
|
|
||||||
```
|
|
||||||
|
|
||||||
Convoy orders WIP.
|
|
||||||
|
|
||||||
Retreat orders WIP.
|
|
||||||
|
|
||||||
Build orders WIP.
|
|
||||||
|
|
||||||
Disband orders WIP.
|
|
||||||
|
|
||||||
Sustain orders WIP.
|
|
12
script.txt
12
script.txt
|
@ -1,12 +0,0 @@
|
||||||
new custom
|
|
||||||
unit Germany Army Berlin
|
|
||||||
unit Austria Army Tyrolia
|
|
||||||
|
|
||||||
orders Germany
|
|
||||||
BER - TYR
|
|
||||||
|
|
||||||
orders Austria
|
|
||||||
TYR hold
|
|
||||||
|
|
||||||
list ordersets
|
|
||||||
adjudicate
|
|
Loading…
Reference in New Issue