5dplomacy/MultiversalDiplomacy/Adjudicate/Decision/MovementDecisions.cs

113 lines
4.7 KiB
C#

using MultiversalDiplomacy.Model;
using MultiversalDiplomacy.Orders;
namespace MultiversalDiplomacy.Adjudicate.Decision;
public class MovementDecisions
{
public Dictionary<Unit, IsDislodged> IsDislodged { get; }
public Dictionary<MoveOrder, HasPath> HasPath { get; }
public Dictionary<SupportOrder, GivesSupport> GivesSupport { get; }
public Dictionary<Province, HoldStrength> HoldStrength { get; }
public Dictionary<MoveOrder, AttackStrength> AttackStrength { get; }
public Dictionary<MoveOrder, DefendStrength> DefendStrength { get; }
public Dictionary<MoveOrder, PreventStrength> PreventStrength { get; }
public Dictionary<MoveOrder, DoesMove> DoesMove { get; }
public IEnumerable<AdjudicationDecision> Values =>
this.IsDislodged.Values.Cast<AdjudicationDecision>()
.Concat(this.HasPath.Values)
.Concat(this.GivesSupport.Values)
.Concat(this.HoldStrength.Values)
.Concat(this.AttackStrength.Values)
.Concat(this.DefendStrength.Values)
.Concat(this.PreventStrength.Values)
.Concat(this.DoesMove.Values);
public MovementDecisions(List<Order> orders)
{
this.IsDislodged = new();
this.HasPath = new();
this.GivesSupport = new();
this.HoldStrength = new();
this.AttackStrength = new();
this.DefendStrength = new();
this.PreventStrength = new();
this.DoesMove = new();
foreach (UnitOrder order in orders.Cast<UnitOrder>())
{
// Create a dislodge decision for this unit.
List<MoveOrder> incoming = orders
.OfType<MoveOrder>()
.Where(move => move.Location.Province == order.Unit.Location.Province)
.ToList();
this.IsDislodged[order.Unit] = new(order, incoming);
// Ensure a hold strength decision exists. Overwrite any previous once, since it may
// have been created without an order by a previous move or support.
Province province = order.Unit.Location.Province;
this.HoldStrength[province] = new(province, order);
if (order is MoveOrder move)
{
// Find supports corresponding to this move.
List<SupportMoveOrder> supports = orders
.OfType<SupportMoveOrder>()
.Where(support => support.IsSupportFor(move))
.ToList();
// Determine if this move is a head-to-head battle.
MoveOrder? opposingMove = orders
.OfType<MoveOrder>()
.FirstOrDefault(other => other != null && other.IsOpposing(move), null);
// Find competing moves.
List<MoveOrder> competing = orders
.OfType<MoveOrder>()
.Where(other => other.Location.Province == move.Location.Province)
.ToList();
// Create the move-related decisions.
this.HasPath[move] = new(move);
this.AttackStrength[move] = new(move, supports, opposingMove);
this.DefendStrength[move] = new(move, supports);
this.PreventStrength[move] = new(move, supports, opposingMove);
this.DoesMove[move] = new(move, opposingMove, competing);
// Ensure a hold strength decision exists for the destination.
Province dest = move.Location.Province;
if (!this.HoldStrength.ContainsKey(dest))
{
this.HoldStrength[dest] = new(dest);
}
}
else if (order is SupportOrder support)
{
// Create the support decision.
this.GivesSupport[support] = new(support, incoming);
// Ensure a hold strength decision exists for the target's province.
Province target = support.Target.Location.Province;
if (!this.HoldStrength.ContainsKey(target))
{
this.HoldStrength[target] = new(target);
}
if (support is SupportHoldOrder supportHold)
{
this.HoldStrength[target].Supports.Add(supportHold);
}
else if (support is SupportMoveOrder supportMove)
{
// Ensure a hold strength decision exists for the target's destination.
Province dest = supportMove.Location.Province;
if (!this.HoldStrength.ContainsKey(dest))
{
this.HoldStrength[dest] = new(dest);
}
}
}
}
}
}