340 lines
11 KiB
C#
340 lines
11 KiB
C#
using System.Text.Json.Serialization;
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namespace MultiversalDiplomacy.Model;
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/// <summary>
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/// The global game state.
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/// </summary>
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public class World
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{
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/// <summary>
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/// The map variant of the game.
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/// </summary>
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[JsonIgnore]
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public Map Map { get; }
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/// <summary>
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/// The map variant of the game.
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/// </summary>
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/// <remarks>
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/// While this is serialized to JSON, deserialization uses it to populate <see cref="Map"/>
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/// </remarks>
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public MapType MapType => this.Map.Type;
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/// <summary>
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/// The game map.
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/// </summary>
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[JsonIgnore]
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public IReadOnlyCollection<Province> Provinces => this.Map.Provinces;
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/// <summary>
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/// The game powers.
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/// </summary>
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[JsonIgnore]
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public IReadOnlyCollection<Power> Powers => this.Map.Powers;
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/// <summary>
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/// The state of the multiverse.
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/// </summary>
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public List<Season> Seasons { get; }
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/// <summary>
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/// Lookup for seasons by designation.
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/// </summary>
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[JsonIgnore]
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public Dictionary<string, Season> SeasonLookup { get; }
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/// <summary>
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/// The first season of the game.
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/// </summary>
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[JsonIgnore]
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public Season RootSeason => GetSeason("a0");
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/// <summary>
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/// All units in the multiverse.
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/// </summary>
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public List<Unit> Units { get; }
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/// <summary>
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/// All retreating units in the multiverse.
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/// </summary>
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public List<RetreatingUnit> RetreatingUnits { get; }
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/// <summary>
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/// Orders given to units in each season.
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/// </summary>
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public Dictionary<string, OrderHistory> OrderHistory { get; }
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/// <summary>
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/// The shared timeline number generator.
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/// </summary>
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public TimelineFactory Timelines { get; }
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/// <summary>
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/// Immutable game options.
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/// </summary>
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public Options Options { get; }
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[JsonConstructor]
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public World(
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MapType mapType,
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List<Season> seasons,
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List<Unit> units,
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List<RetreatingUnit> retreatingUnits,
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Dictionary<string, OrderHistory> orderHistory,
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TimelineFactory timelines,
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Options options)
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{
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this.Map = Map.FromType(mapType);
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this.Seasons = seasons;
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this.Units = units;
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this.RetreatingUnits = retreatingUnits;
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this.OrderHistory = orderHistory;
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this.Timelines = timelines;
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this.Options = options;
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this.SeasonLookup = new(Seasons.ToDictionary(season => $"{season.Timeline}{season.Turn}"));
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}
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/// <summary>
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/// Create a new World, providing all state data.
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/// </summary>
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private World(
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Map map,
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List<Season> seasons,
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List<Unit> units,
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List<RetreatingUnit> retreatingUnits,
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Dictionary<string, OrderHistory> orderHistory,
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TimelineFactory timelines,
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Options options)
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{
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this.Map = map;
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this.Seasons = seasons;
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this.Units = units;
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this.RetreatingUnits = retreatingUnits;
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this.OrderHistory = orderHistory;
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this.Timelines = timelines;
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this.Options = options;
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this.SeasonLookup = new(Seasons.ToDictionary(season => $"{season.Timeline}{season.Turn}"));
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}
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/// <summary>
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/// Create a new World from a previous one, replacing some state data.
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/// </summary>
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private World(
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World previous,
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List<Season>? seasons = null,
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List<Unit>? units = null,
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List<RetreatingUnit>? retreatingUnits = null,
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Dictionary<string, OrderHistory>? orderHistory = null,
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Options? options = null)
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: this(
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previous.Map,
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seasons ?? previous.Seasons,
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units ?? previous.Units,
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retreatingUnits ?? previous.RetreatingUnits,
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orderHistory ?? previous.OrderHistory,
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previous.Timelines,
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options ?? previous.Options)
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{
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}
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/// <summary>
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/// Create a new world with specified provinces and powers and an initial season.
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/// </summary>
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public static World WithMap(Map map)
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{
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TimelineFactory timelines = new();
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return new World(
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map,
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new([new(past: null, Season.FIRST_TURN, timelines.NextTimeline())]),
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new([]),
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new([]),
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new(new Dictionary<string, OrderHistory>()),
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timelines,
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new Options());
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}
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/// <summary>
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/// Create a new world with the standard Diplomacy provinces and powers.
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/// </summary>
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public static World WithStandardMap()
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=> WithMap(Map.Classical);
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public World Update(
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IEnumerable<Season>? seasons = null,
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IEnumerable<Unit>? units = null,
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IEnumerable<RetreatingUnit>? retreats = null,
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IEnumerable<KeyValuePair<string, OrderHistory>>? orders = null)
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=> new(
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previous: this,
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seasons: seasons == null
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? this.Seasons
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: new(seasons.ToList()),
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units: units == null
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? this.Units
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: new(units.ToList()),
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retreatingUnits: retreats == null
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? this.RetreatingUnits
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: new(retreats.ToList()),
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orderHistory: orders == null
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? this.OrderHistory
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: new(orders.ToDictionary(kvp => kvp.Key, kvp => kvp.Value)));
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/// <summary>
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/// Create a new world with new units created from unit specs. Units specs are in the format
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/// "<power> <A/F> <province> [<coast>]". If the province or coast name has a space in it, the
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/// abbreviation should be used. Unit specs always describe units in the root season.
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/// </summary>
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public World AddUnits(params string[] unitSpecs)
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{
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IEnumerable<Unit> units = unitSpecs.Select(spec =>
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{
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string[] splits = spec.Split(' ', 4);
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Power power = Map.GetPower(splits[0]);
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UnitType type = splits[1] switch
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{
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"A" => UnitType.Army,
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"F" => UnitType.Fleet,
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_ => throw new ApplicationException($"Unknown unit type {splits[1]}")
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};
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Location location = type == UnitType.Army
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? Map.GetLand(splits[2])
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: splits.Length == 3
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? Map.GetWater(splits[2])
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: Map.GetWater(splits[2], splits[3]);
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Unit unit = Unit.Build(location.Designation, this.RootSeason, power, type);
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return unit;
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});
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return this.Update(units: units);
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}
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/// <summary>
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/// Create a new world with standard Diplomacy initial unit placements.
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/// </summary>
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public World AddStandardUnits()
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{
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return this.AddUnits(
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"Austria A Bud",
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"Austria A Vir",
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"Austria F Tri",
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"England A Lvp",
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"England F Edi",
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"England F Lon",
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"France A Mar",
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"France A Par",
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"France F Bre",
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"Germany A Ber",
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"Germany A Mun",
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"Germany F Kie",
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"Italy A Rom",
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"Italy A Ven",
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"Italy F Nap",
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"Russia A Mos",
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"Russia A War",
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"Russia F Sev",
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"Russia F Stp wc",
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"Turkey A Con",
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"Turkey A Smy",
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"Turkey F Ank"
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);
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}
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/// <summary>
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/// Create a continuation of this season if it has no futures, otherwise create a fork.
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/// </summary>
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public Season ContinueOrFork(Season season)
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=> GetFutures(season).Any()
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? new(season.Designation, season.Turn + 1, Timelines.NextTimeline())
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: new(season.Designation, season.Turn + 1, season.Timeline);
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/// <summary>
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/// A standard Diplomacy game setup.
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/// </summary>
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public static World Standard => WithStandardMap().AddStandardUnits();
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/// <summary>
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/// Get a season by coordinate. Throws if the season is not found.
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/// </summary>
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public Season GetSeason(string timeline, int turn)
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=> GetSeason($"{timeline}{turn}");
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/// <summary>
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/// Get a season by designation.
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/// </summary>
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public Season GetSeason(string designation)
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=> SeasonLookup[designation];
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/// <summary>
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/// Get all seasons that are immediate futures of a season.
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/// </summary>
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/// <param name="present">A season designation.</param>
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/// <returns>The immediate futures of the designated season.</returns>
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public IEnumerable<Season> GetFutures(string present)
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=> Seasons.Where(future => future.Past == present);
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/// <summary>
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/// Get all seasons that are immediate futures of a season.
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/// </summary>
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/// <param name="present">A season.</param>
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/// <returns>The immediate futures of the season.</returns>
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public IEnumerable<Season> GetFutures(Season present) => GetFutures(present.Designation);
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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 GetTimelineRoot(Season season)
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{
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if (season.Past is null) {
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return season;
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}
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Season past = SeasonLookup[season.Past];
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return season.Timeline == past.Timeline
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? GetTimelineRoot(past)
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: season;
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}
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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 one, Season two)
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{
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// Timelines are adjacent to themselves. Early out in that case.
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if (one == two) 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 rootOne = GetTimelineRoot(one);
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Season rootTwo = GetTimelineRoot(two);
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bool oneForked = rootOne.Past != null && GetSeason(rootOne.Past).Timeline == two.Timeline;
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bool twoForked = rootTwo.Past != null && GetSeason(rootTwo.Past).Timeline == one.Timeline;
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bool bothForked = rootOne.Past == rootTwo.Past;
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return oneForked || twoForked || bothForked;
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}
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/// <summary>
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/// Returns a unit in a province. Throws if there are duplicate units.
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/// </summary>
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public Unit GetUnitAt(string provinceName, Season? season = null)
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{
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Province province = Map.GetProvince(provinceName);
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season ??= RootSeason;
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Unit? foundUnit = this.Units.SingleOrDefault(
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u => Map.GetLocation(u!).Province == province && u!.Season == season,
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null)
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?? throw new KeyNotFoundException($"Unit at {province} at {season} not found");
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return foundUnit;
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}
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public Unit GetUnitByDesignation(string designation)
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=> Units.SingleOrDefault(u => u!.Designation == designation, null)
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?? throw new KeyNotFoundException($"Unit {designation} not found");
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}
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