using MultiversalDiplomacy.Model; using MultiversalDiplomacy.Orders; namespace MultiversalDiplomacy.Adjudicate; /// /// Helper class encapsulating the convoy pathfindind code. /// public static class PathFinder { /// /// Determines if a convoy path exists for a move in a convoy order. /// public static bool ConvoyPathExists(World world, ConvoyOrder order) => ConvoyPathExists(world, order.Target, order.Location, order.Season); /// /// Determines if a convoy path exists for a move order. /// public static bool ConvoyPathExists(World world, MoveOrder order) => ConvoyPathExists(world, order.Unit, order.Location, order.Season); private static bool ConvoyPathExists( World world, Unit movingUnit, Location unitLocation, Season unitSeason) { // A convoy path exists between two locations if both are land locations in provinces that // also have coasts, and between those coasts there is a path of adjacent sea provinces // (not coastal) that are occupied by fleets. The move order is valid even if the fleets // belong to another power or were not given convoy orders; it will simply fail. IDictionary<(Location location, Season season), Unit> fleets = world.Units .Where(unit => unit.Type == UnitType.Fleet) .ToDictionary(unit => (unit.Location, unit.Season)); // Verify that the origin is a coastal province. if (movingUnit.Location.Type != LocationType.Land) return false; IEnumerable originCoasts = movingUnit.Province.Locations .Where(location => location.Type == LocationType.Water); if (!originCoasts.Any()) return false; // Verify that the destination is a coastal province. if (unitLocation.Type != LocationType.Land) return false; IEnumerable destCoasts = unitLocation.Province.Locations .Where(location => location.Type == LocationType.Water); if (!destCoasts.Any()) return false; // Seed the to-visit set with the origin coasts. Coastal locations will be filtered out of // locations added to the to-visit set, but the logic will still work with these as // starting points. Queue<(Location location, Season season)> toVisit = new( originCoasts.Select(location => (location, unitSeason))); HashSet<(Location, Season)> visited = new(); // Begin pathfinding. while (toVisit.Any()) { // Visit the next point in the queue. (Location currentLocation, Season currentSeason) = toVisit.Dequeue(); visited.Add((currentLocation, currentSeason)); var adjacents = GetAdjacentPoints(currentLocation, currentSeason); foreach ((Location adjLocation, Season adjSeason) in adjacents) { // If the destination is adjacent, then a path exists. if (destCoasts.Contains(adjLocation) && unitSeason == adjSeason) return true; // If not, add this location to the to-visit set if it isn't a coast, has a fleet, // and hasn't already been visited. if (!adjLocation.Province.Locations.Any(l => l.Type == LocationType.Land) && fleets.ContainsKey((adjLocation, adjSeason)) && !visited.Contains((adjLocation, adjSeason))) { toVisit.Enqueue((adjLocation, adjSeason)); } } } // If the destination was never reached, then no path exists. return false; } private static List<(Location, Season)> GetAdjacentPoints(Location location, Season season) { List<(Location, Season)> adjacentPoints = new(); List adjacentLocations = location.Adjacents.ToList(); List adjacentSeasons = season.GetAdjacentSeasons().ToList(); foreach (Location adjacentLocation in adjacentLocations) { adjacentPoints.Add((adjacentLocation, season)); } foreach (Season adjacentSeason in adjacentSeasons) { adjacentPoints.Add((location, adjacentSeason)); } foreach (Location adjacentLocation in adjacentLocations) { foreach (Season adjacentSeason in adjacentSeasons) { adjacentPoints.Add((adjacentLocation, adjacentSeason)); } } return adjacentPoints; } }