using System.Diagnostics.CodeAnalysis;
using MultiversalDiplomacy.Model;
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 => "5dp> ";
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)
{
return this;
}
var command = args[0];
switch (command)
{
case "help":
case "?":
Console.WriteLine("commands:");
Console.WriteLine(" begin: complete setup and start the game");
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":
return null; // TODO
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();
case "unit" when args.Length < 4:
Console.WriteLine("usage: unit [power] [type] [province] ");
break;
case "unit":
string power = args[1];
string type = args[2];
string province = args[3];
string? location = args.Length >= 5 ? args[4] : null;
if (ParseUnit(power, type, province, location, out Unit? newUnit)) {
World = World.Update(units: World.Units.Append(newUnit));
Console.WriteLine($"Created {newUnit}");
} else if (Strict) {
return null;
}
break;
default:
// noop on comments that begin with #
if (command.StartsWith('#')) break;
Console.WriteLine($"Unrecognized command: {command}");
if (Strict) return null;
break;
}
return this;
}
private bool ParseUnit(
string powerArg,
string typeArg,
string provinceArg,
string? locationArg,
[NotNullWhen(true)] out Unit? newUnit)
{
newUnit = null;
// Parse the power name by substring matching.
var matchingPowers = World.Powers.Where(p => p.StartsWithAnyCase(powerArg));
if (!matchingPowers.Any())
{
Console.WriteLine($"No power named \"{powerArg}\"");
return false;
}
if (matchingPowers.Count() > 1)
{
Console.WriteLine($"Ambiguous power \"{powerArg}\" between {string.Join(", ", matchingPowers)}");
return false;
}
string power = matchingPowers.First();
// Parse the unit type by substring matching.
var matchingTypes = Enum.GetNames().Where(t => t.StartsWithAnyCase(typeArg));
if (!matchingTypes.Any())
{
Console.WriteLine($"No unit type \"{typeArg}\"");
return false;
}
if (matchingTypes.Count() > 1)
{
Console.WriteLine($"Ambiguous unit type \"{typeArg}\" between {string.Join(", ", matchingTypes)}");
return false;
}
UnitType type = Enum.Parse(matchingTypes.First());
// Parse the province by matching the province name or one of its abbreviations,
// allowing location specifications separated by a forward slash, e.g. spa/nc.
if (provinceArg.Contains('/')) {
var split = provinceArg.Split('/', 2);
locationArg ??= split[1];
provinceArg = split[0];
}
var matchingProvs = World.Provinces.Where(pr
=> pr.Abbreviations.Any(abv => abv.EqualsAnyCase(provinceArg))
|| pr.Name.EqualsAnyCase(provinceArg));
if (!matchingProvs.Any())
{
Console.WriteLine($"No province matches \"{provinceArg}\"");
return false;
}
if (matchingProvs.Count() > 1)
{
Console.WriteLine($"Ambiguous province \"{provinceArg}\" between {string.Join(", ", matchingProvs)}");
return false;
}
Province province = matchingProvs.First();
Location location;
locationArg ??= type == UnitType.Army ? "land" : "water";
var matchingLocs = locationArg is null
? province.Locations.Where(loc
=> type == UnitType.Army && loc.Type == LocationType.Land
|| type == UnitType.Fleet && loc.Type == LocationType.Water)
: province.Locations.Where(loc
=> loc.Name.EqualsAnyCase(locationArg)
|| loc.Abbreviation.EqualsAnyCase(locationArg));
if (!matchingLocs.Any()) {
Console.WriteLine($"Province {province.Name} has no {locationArg} location");
return false;
}
location = matchingLocs.First();
newUnit = Unit.Build(location.Key, Season.First, powerArg, type);
return true;
}
}