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

155 lines
6.3 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, Season), 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(World world, 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();
// Record which seasons are referenced by the order set.
HashSet<Season> orderedSeasons = new();
foreach (UnitOrder order in orders.Cast<UnitOrder>())
{
_ = orderedSeasons.Add(order.Unit.Season);
}
// Expand the order list to include any other seasons that are potentially affected.
// In the event that those seasons don't end up affected (all moves to it fail, all
// supports to it are cut), it is still safe to re-adjudicate everything because
// adjudication is deterministic and doesn't produce side effects.
HashSet<Season> affectedSeasons = new();
foreach (Order order in orders)
{
switch (order)
{
case MoveOrder move:
if (!orderedSeasons.Contains(move.Season))
{
affectedSeasons.Add(move.Season);
}
break;
case SupportHoldOrder supportHold:
if (!orderedSeasons.Contains(supportHold.Target.Season))
{
affectedSeasons.Add(supportHold.Target.Season);
}
break;
case SupportMoveOrder supportMove:
if (!orderedSeasons.Contains(supportMove.Target.Season))
{
affectedSeasons.Add(supportMove.Target.Season);
}
break;
}
}
foreach (Season season in affectedSeasons)
{
orders.AddRange(world.GivenOrders[season]);
}
// Create the relevant decisions for each order.
foreach (UnitOrder order in orders.Cast<UnitOrder>())
{
// Create a dislodge decision for this unit.
List<MoveOrder> incoming = orders
.OfType<MoveOrder>()
.Where(move => move.Province == order.Unit.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.
this.HoldStrength[order.Unit.Point] = new(order.Unit.Point, 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 != move
&& other.Province == move.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.
if (!this.HoldStrength.ContainsKey(move.Point))
{
this.HoldStrength[move.Point] = new(move.Point);
}
}
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.
if (!this.HoldStrength.ContainsKey(support.Target.Point))
{
this.HoldStrength[support.Target.Point] = new(support.Target.Point);
}
if (support is SupportHoldOrder supportHold)
{
this.HoldStrength[support.Target.Point].Supports.Add(supportHold);
}
else if (support is SupportMoveOrder supportMove)
{
// Ensure a hold strength decision exists for the target's destination.
if (!this.HoldStrength.ContainsKey(supportMove.Point))
{
this.HoldStrength[supportMove.Point] = new(supportMove.Point);
}
}
}
}
}
}