using System.Diagnostics.CodeAnalysis;
using System.Text.RegularExpressions;
using MultiversalDiplomacy.Model;
using static MultiversalDiplomacy.Model.OrderRegex;
namespace MultiversalDiplomacy.Script;
///
/// A script handler for modifying a game before it begins.
///
public class SetupScriptHandler(World world, bool strict = false) : IScriptHandler
{
public string Prompt => "setup> ";
public World World { get; private set; } = world;
///
/// Whether unsuccessful commands should terminate the script.
///
public bool Strict { get; } = strict;
public IScriptHandler? HandleInput(string input)
{
var args = input.Split(' ', StringSplitOptions.RemoveEmptyEntries);
if (args.Length == 0 || input.StartsWith('#'))
{
return this;
}
var command = args[0];
switch (command)
{
case "help":
case "?":
Console.WriteLine("commands:");
Console.WriteLine(" begin: complete setup and start the game (alias: ---)");
Console.WriteLine(" list : list things in a game category");
Console.WriteLine(" option : set a game option");
Console.WriteLine(" unit [location]: add a unit to the game");
Console.WriteLine(" may be \"province/location\"");
break;
case "begin":
case "---":
Console.WriteLine("Starting game");
Console.WriteLine("Ready for orders");
return new GameScriptHandler(World, Strict);
case "list" when args.Length == 1:
Console.WriteLine("usage:");
Console.WriteLine(" list powers: the powers in the game");
Console.WriteLine(" list units: units created so far");
break;
case "list" when args[1] == "powers":
Console.WriteLine("Powers:");
foreach (string powerName in World.Powers)
{
Console.WriteLine($" {powerName}");
}
break;
case "list" when args[1] == "units":
Console.WriteLine("Units:");
foreach (Unit unit in World.Units)
{
Console.WriteLine($" {unit}");
}
break;
case "option" when args.Length < 3:
throw new NotImplementedException("There are no supported options yet");
case "unit" when args.Length < 2:
Console.WriteLine("usage: unit [power] [type] [province]");
break;
case "unit":
string unitSpec = input["unit ".Length..];
if (TryParseUnit(unitSpec, out Unit? newUnit)) {
World = World.Update(units: World.Units.Append(newUnit));
Console.WriteLine($"Created {newUnit}");
} else if (Strict) {
return null;
}
break;
default:
Console.WriteLine($"Unrecognized command: \"{command}\"");
if (Strict) return null;
break;
}
return this;
}
private bool TryParseUnit(string unitSpec, [NotNullWhen(true)] out Unit? newUnit)
{
newUnit = null;
Regex reUnit = new($"^{World.Map.PowerRegex} {OrderRegex.Type} {World.Map.ProvinceRegex}(?:{SlashLocation}|{ParenLocation})?$");
Match match = reUnit.Match(unitSpec);
if (!match.Success) {
Console.WriteLine($"Could not match unit spec \"{unitSpec}\"");
return false;
}
string power = World.Powers.First(p => p.EqualsAnyCase(match.Groups[1].Value));
string typeName = Enum.GetNames().First(name => name.StartsWithAnyCase(match.Groups[2].Value));
UnitType type = Enum.Parse(typeName);
Province province = World.Map.Provinces.First(prov
=> prov.Name.EqualsAnyCase(match.Groups[3].Value)
|| prov.Abbreviations.Any(abv => abv.EqualsAnyCase(match.Groups[3].Value)));
string locationName = match.Groups[4].Length > 0 ? match.Groups[4].Value : match.Groups[5].Value;
Location location = province.Locations.First(loc
=> loc.Name.StartsWithAnyCase(locationName)
|| loc.Abbreviation.StartsWithAnyCase(locationName));
newUnit = Unit.Build(location.Key, Season.First, power, type);
return true;
}
}