186 lines
6.7 KiB
C#
186 lines
6.7 KiB
C#
namespace MultiversalDiplomacy.Model;
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/// <summary>
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/// Represents a state of the map produced by a set of move orders on a previous season.
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/// </summary>
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public class Season
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{
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/// <summary>
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/// A shared counter for handing out new timeline numbers.
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/// </summary>
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private class TimelineFactory
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{
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private int nextTimeline = 0;
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public int NextTimeline() => nextTimeline++;
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}
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/// <summary>
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/// The first turn number.
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/// </summary>
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public const int FIRST_TURN = 0;
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/// <summary>
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/// The season immediately preceding this season.
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/// If this season is an alternate timeline root, the past is from the origin timeline.
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/// The initial season does not have a past.
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/// </summary>
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public Season? Past { get; }
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/// <summary>
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/// The current turn, beginning at 0. Each season (spring and fall) is one turn.
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/// Phases that only occur after the fall phase occur when Turn % 2 == 1.
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/// The current year is (Turn / 2) + 1901.
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/// </summary>
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public int Turn { get; }
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/// <summary>
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/// The timeline to which this season belongs.
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/// </summary>
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public int Timeline { get; }
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/// <summary>
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/// The season's spatial location as a turn-timeline tuple.
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/// </summary>
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public (int Turn, int Timeline) Coord => (this.Turn, this.Timeline);
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/// <summary>
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/// The shared timeline number generator.
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/// </summary>
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private TimelineFactory Timelines { get; }
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/// <summary>
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/// Future seasons created directly from this season.
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/// </summary>
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public IEnumerable<Season> Futures => this.FutureList;
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private List<Season> FutureList { get; }
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private Season(Season? past, int turn, int timeline, TimelineFactory factory)
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{
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this.Past = past;
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this.Turn = turn;
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this.Timeline = timeline;
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this.Timelines = factory;
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this.FutureList = new();
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if (past != null)
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{
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past.FutureList.Add(this);
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}
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}
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public override string ToString()
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{
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return $"{this.Turn}:{this.Timeline}";
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}
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/// <summary>
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/// Create a root season at the beginning of time.
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/// </summary>
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public static Season MakeRoot()
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{
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TimelineFactory factory = new TimelineFactory();
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return new Season(
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past: null,
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turn: FIRST_TURN,
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timeline: factory.NextTimeline(),
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factory: factory);
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}
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/// <summary>
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/// Create a season immediately after this one in the same timeline.
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/// </summary>
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public Season MakeNext()
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=> new Season(this, this.Turn + 1, this.Timeline, this.Timelines);
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/// <summary>
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/// Create a season immediately after this one in a new timeline.
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/// </summary>
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public Season MakeFork()
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=> new Season(this, this.Turn + 1, this.Timelines.NextTimeline(), this.Timelines);
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/// <summary>
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/// Returns the first season in this season's timeline. The first season is the
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/// root of the first timeline. The earliest season in each alternate timeline is
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/// the root of that timeline.
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/// </summary>
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public Season TimelineRoot()
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=> this.Past != null && this.Timeline == this.Past.Timeline
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? this.Past.TimelineRoot()
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: this;
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/// <summary>
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/// Returns whether this season is in an adjacent timeline to another season.
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/// Seasons are considered to be in adjacent timelines if they are in the same timeline,
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/// one is in a timeline that branched from the other's timeline, or both are in timelines
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/// that branched from the same point.
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/// </summary>
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public bool InAdjacentTimeline(Season other)
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{
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// Timelines are adjacent to themselves. Early out in that case.
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if (this.Timeline == other.Timeline) return true;
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// If the timelines aren't identical, one of them isn't the initial trunk.
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// They can still be adjacent if one of them branched off of the other, or
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// if they both branched off of the same point.
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Season thisRoot = this.TimelineRoot();
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Season otherRoot = other.TimelineRoot();
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return // One branched off the other
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thisRoot.Past?.Timeline == other.Timeline
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|| otherRoot.Past?.Timeline == this.Timeline
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// Both branched off of the same point
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|| thisRoot.Past == otherRoot.Past;
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}
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/// <summary>
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/// Returns all seasons that are adjacent to this season.
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/// </summary>
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public IEnumerable<Season> GetAdjacentSeasons()
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{
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List<Season> adjacents = new();
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// The immediate past and all immediate futures are adjacent.
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if (this.Past != null) adjacents.Add(this.Past);
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adjacents.AddRange(this.FutureList);
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// Find all adjacent timelines by finding all timelines that branched off of this season's
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// timeline, i.e. all futures of this season's past that have different timelines. Also
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// include any timelines that branched off of the timeline this timeline branched off from.
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List<Season> adjacentTimelineRoots = new();
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Season? current;
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for (current = this;
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current?.Past?.Timeline != null && current.Past.Timeline == current.Timeline;
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current = current.Past)
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{
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adjacentTimelineRoots.AddRange(
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current.FutureList.Where(s => s.Timeline != current.Timeline));
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}
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// At the end of the for loop, if this season is part of the first timeline, then current
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// is the root season (current.past == null); if this season is in a branched timeline,
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// then current is the branch timeline's root season (current.past.timeline !=
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// current.timeline). There are co-branches if this season is in a branched timeline, since
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// the first timeline by definition cannot have co-branches.
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if (current?.Past != null)
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{
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IEnumerable<Season> cobranchRoots = current.Past.FutureList
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.Where(s => s.Timeline != current.Timeline && s.Timeline != current.Past.Timeline);
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adjacentTimelineRoots.AddRange(cobranchRoots);
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}
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// Walk up all alternate timelines to find seasons within one turn of this season.
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foreach (Season timelineRoot in adjacentTimelineRoots)
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{
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for (Season? branchSeason = timelineRoot;
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branchSeason != null && branchSeason.Turn <= this.Turn + 1;
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branchSeason = branchSeason.FutureList
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.FirstOrDefault(s => s!.Timeline == branchSeason.Timeline, null))
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{
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if (branchSeason.Turn >= this.Turn - 1) adjacents.Add(branchSeason);
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}
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}
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return adjacents;
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}
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}
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