795 lines
33 KiB
C#
795 lines
33 KiB
C#
using MultiversalDiplomacy.Adjudicate.Decision;
|
|
using MultiversalDiplomacy.Model;
|
|
using MultiversalDiplomacy.Orders;
|
|
|
|
namespace MultiversalDiplomacy.Adjudicate;
|
|
|
|
/// <summary>
|
|
/// Adjudicator for the movement phase.
|
|
/// </summary>
|
|
public class MovementPhaseAdjudicator : IPhaseAdjudicator
|
|
{
|
|
public static IPhaseAdjudicator Instance { get; } = new MovementPhaseAdjudicator();
|
|
|
|
public List<OrderValidation> ValidateOrders(World world, List<Order> orders)
|
|
{
|
|
// The basic workflow of this function will be to look for invalid orders, remove these
|
|
// from the working set of orders, and then perform one final check for duplicate orders
|
|
// at the end. This is to comply with DATC 4.D.3's requirement that a unit that receives
|
|
// a legal and an illegal order follows the legal order rather than holding.
|
|
List<OrderValidation> validationResults = new List<OrderValidation>();
|
|
|
|
// Invalidate any orders that aren't a legal type for this phase and remove them from the
|
|
// working set.
|
|
AdjudicatorHelpers.InvalidateWrongTypes(
|
|
new List<Type>
|
|
{
|
|
typeof(HoldOrder),
|
|
typeof(MoveOrder),
|
|
typeof(ConvoyOrder),
|
|
typeof(SupportHoldOrder),
|
|
typeof(SupportMoveOrder)
|
|
},
|
|
ref orders,
|
|
ref validationResults);
|
|
|
|
// Invalidate any orders by a power that were given to another power's units and remove
|
|
// them from the working set.
|
|
AdjudicatorHelpers.InvalidateWrongPower(orders, ref orders, ref validationResults);
|
|
|
|
// Since all the order types in this phase are UnitOrders, downcast to get the Unit.
|
|
List<UnitOrder> unitOrders = orders.Cast<UnitOrder>().ToList();
|
|
|
|
// Invalidate any order given to a unit in the past.
|
|
AdjudicatorHelpers.InvalidateIfNotMatching(
|
|
order => !order.Unit.Season.Futures.Any(),
|
|
ValidationReason.IneligibleForOrder,
|
|
ref unitOrders,
|
|
ref validationResults);
|
|
|
|
/***************
|
|
* HOLD ORDERS *
|
|
***************/
|
|
// Hold orders are always valid.
|
|
List<HoldOrder> holdOrders = unitOrders.OfType<HoldOrder>().ToList();
|
|
|
|
/***************
|
|
* MOVE ORDERS *
|
|
***************/
|
|
// Move order validity is far more complicated, due to multiversal time travel and convoys.
|
|
List<MoveOrder> moveOrders = unitOrders.OfType<MoveOrder>().ToList();
|
|
|
|
// Trivial check: armies cannot move to water and fleets cannot move to land.
|
|
AdjudicatorHelpers.InvalidateIfNotMatching(
|
|
order => (order.Unit.Type == UnitType.Army && order.Location.Type == LocationType.Land)
|
|
|| (order.Unit.Type == UnitType.Fleet && order.Location.Type == LocationType.Water),
|
|
ValidationReason.IllegalDestinationType,
|
|
ref moveOrders,
|
|
ref validationResults);
|
|
|
|
// Trivial check: a unit cannot move to where it already is.
|
|
AdjudicatorHelpers.InvalidateIfNotMatching(
|
|
order => !(order.Location == order.Unit.Location && order.Season == order.Unit.Season),
|
|
ValidationReason.DestinationMatchesOrigin,
|
|
ref moveOrders,
|
|
ref validationResults);
|
|
|
|
// If the unit is moving to a valid destination that isn't where it already is, then the
|
|
// move order is valid if there is a path from the origin to the destination. In the easy
|
|
// case, the destination is directly adjacent to the origin with respect to the map, the
|
|
// turn, and the timeline. These moves are valid. Any other move must be checked for
|
|
// potential validity as a convoy move.
|
|
ILookup<bool, MoveOrder> moveOrdersByAdjacency = moveOrders
|
|
.ToLookup(order =>
|
|
// Map adjacency
|
|
order.Unit.Location.Adjacents.Contains(order.Location)
|
|
// Turn adjacency
|
|
&& Math.Abs(order.Unit.Season.Turn - order.Season.Turn) <= 1
|
|
// Timeline adjacency
|
|
&& order.Unit.Season.InAdjacentTimeline(order.Season));
|
|
List<MoveOrder> adjacentMoveOrders = moveOrdersByAdjacency[true].ToList();
|
|
List<MoveOrder> nonAdjacentMoveOrders = moveOrdersByAdjacency[false].ToList();
|
|
|
|
// Only armies can move to non-adjacent destinations, since fleets cannot be convoyed.
|
|
AdjudicatorHelpers.InvalidateIfNotMatching(
|
|
order => order.Unit.Type == UnitType.Army,
|
|
ValidationReason.UnreachableDestination,
|
|
ref nonAdjacentMoveOrders,
|
|
ref validationResults);
|
|
|
|
// For all remaining convoyable move orders, check if there is a path between the origin
|
|
// and the destination.
|
|
AdjudicatorHelpers.InvalidateIfNotMatching(
|
|
order => PathFinder.ConvoyPathExists(world, order),
|
|
ValidationReason.UnreachableDestination,
|
|
ref nonAdjacentMoveOrders,
|
|
ref validationResults);
|
|
|
|
/*****************
|
|
* CONVOY ORDERS *
|
|
*****************/
|
|
// A convoy order must be to a fleet and target an army.
|
|
List<ConvoyOrder> convoyOrders = unitOrders.OfType<ConvoyOrder>().ToList();
|
|
AdjudicatorHelpers.InvalidateIfNotMatching(
|
|
order => order.Unit.Type == UnitType.Fleet && order.Target.Type == UnitType.Army,
|
|
ValidationReason.InvalidOrderTypeForUnit,
|
|
ref convoyOrders,
|
|
ref validationResults);
|
|
|
|
// A convoy for an illegal move is illegal, which means all the move validity checks
|
|
// now need to be repeated for the convoy target.
|
|
|
|
// Trivial check: cannot convoy to non-coastal province.
|
|
AdjudicatorHelpers.InvalidateIfNotMatching(
|
|
order => order.Location.Type == LocationType.Land
|
|
&& order.Location.Province.Locations.Any(loc => loc.Type == LocationType.Water),
|
|
ValidationReason.IllegalDestinationType,
|
|
ref convoyOrders,
|
|
ref validationResults);
|
|
|
|
// Trivial check: cannot convoy a unit to its own location
|
|
AdjudicatorHelpers.InvalidateIfNotMatching(
|
|
order => !(
|
|
order.Location == order.Target.Location
|
|
&& order.Season == order.Target.Season),
|
|
ValidationReason.DestinationMatchesOrigin,
|
|
ref convoyOrders,
|
|
ref validationResults);
|
|
|
|
// By definition, the move enabled by a convoy order is a convoyable move order, so it
|
|
// should be checked for a convoy path.
|
|
AdjudicatorHelpers.InvalidateIfNotMatching(
|
|
order => PathFinder.ConvoyPathExists(world, order),
|
|
ValidationReason.UnreachableDestination,
|
|
ref convoyOrders,
|
|
ref validationResults);
|
|
|
|
/***********************
|
|
* SUPPORT-HOLD ORDERS *
|
|
***********************/
|
|
// Support-hold orders are typically valid if the supporting unit can move to the
|
|
// destination.
|
|
List<SupportHoldOrder> supportHoldOrders = unitOrders.OfType<SupportHoldOrder>().ToList();
|
|
|
|
// Support-hold orders are invalid if the unit supports itself.
|
|
AdjudicatorHelpers.InvalidateIfNotMatching(
|
|
order => order.Unit != order.Target,
|
|
ValidationReason.NoSelfSupport,
|
|
ref supportHoldOrders,
|
|
ref validationResults);
|
|
|
|
// Support-hold orders are invalid if the supporting unit couldn't move to the destination
|
|
// without a convoy. This is the same direct adjacency calculation as above, except that
|
|
// the supporting unit only needs to be able to move to the *province*, even if the target
|
|
// is holding in a location within that province that the supporting unit couldn't move to.
|
|
// The reverse is not true: a unit cannot support another province if that province is only
|
|
// reachable from a different location in the unit's province.
|
|
AdjudicatorHelpers.InvalidateIfNotMatching(
|
|
order =>
|
|
// Map adjacency with respect to province
|
|
order.Unit.Location.Adjacents.Any(
|
|
adjLocation => adjLocation.Province == order.Target.Location.Province)
|
|
// Turn adjacency
|
|
&& Math.Abs(order.Unit.Season.Turn - order.Target.Season.Turn) <= 1
|
|
// Timeline adjacency
|
|
&& order.Unit.Season.InAdjacentTimeline(order.Target.Season),
|
|
ValidationReason.UnreachableSupport,
|
|
ref supportHoldOrders,
|
|
ref validationResults);
|
|
|
|
/***********************
|
|
* SUPPORT-MOVE ORDERS *
|
|
***********************/
|
|
// Support-move orders, like support-hold orders, are typically valid if the supporting
|
|
// unit can move to the destination.
|
|
List<SupportMoveOrder> supportMoveOrders = unitOrders.OfType<SupportMoveOrder>().ToList();
|
|
|
|
// Support-move orders are invalid if the unit supports a move to any location in its own
|
|
// province.
|
|
AdjudicatorHelpers.InvalidateIfNotMatching(
|
|
order => order.Unit.Location.Province != order.Location.Province,
|
|
ValidationReason.NoSupportMoveAgainstSelf,
|
|
ref supportMoveOrders,
|
|
ref validationResults);
|
|
|
|
// Support-move orders, like support-hold orders, are valid only if the supporting unit
|
|
// can reach the destination *province* of the move, even if the destination *location*
|
|
// is unreachable (DATC 6.B.4). The same is not true of reachability from another location
|
|
// in the supporting unit's province (DATC 6.B.5).
|
|
AdjudicatorHelpers.InvalidateIfNotMatching(
|
|
order =>
|
|
// Map adjacency with respect to province
|
|
order.Unit.Location.Adjacents.Any(
|
|
adjLocation => adjLocation.Province == order.Location.Province)
|
|
// Turn adjacency
|
|
&& Math.Abs(order.Unit.Season.Turn - order.Season.Turn) <= 1
|
|
// Timeline adjacency
|
|
&& order.Unit.Season.InAdjacentTimeline(order.Season),
|
|
ValidationReason.UnreachableSupport,
|
|
ref supportMoveOrders,
|
|
ref validationResults);
|
|
|
|
// One more edge case: support-move orders by a fleet for an army are illegal if that army
|
|
// requires a convoy and the supporting fleet is a part of the only convoy path (DATC
|
|
// 6.D.31).
|
|
// TODO: support convoy path check with "as if this fleet were missing"
|
|
|
|
// Collect the valid orders together
|
|
unitOrders =
|
|
holdOrders.Cast<UnitOrder>()
|
|
.Concat(adjacentMoveOrders)
|
|
.Concat(nonAdjacentMoveOrders)
|
|
.Concat(convoyOrders)
|
|
.Concat(supportHoldOrders)
|
|
.Concat(supportMoveOrders)
|
|
.ToList();
|
|
|
|
// DATC 4.D.3 prefers that multiple orders to the same unit in the same order set be
|
|
// replaced by a hold order. Since this function only takes one combined list of orders,
|
|
// it is assumed that the caller has combined the order sets from all powers in a way that
|
|
// is compliant with DATC 4.D.1-2. If there are still duplicate orders in the input, they
|
|
// were not addressed by 4.D.1-2 and will be handled according to 4.D.3, i.e. replaced with
|
|
// hold orders. Note that this happens last, after all other invalidations have been
|
|
// applied in order to comply with what 4.D.3 specifies about illegal orders.
|
|
List<Unit> duplicateOrderedUnits = unitOrders
|
|
.GroupBy(o => o.Unit)
|
|
.Where(orderGroup => orderGroup.Count() > 1)
|
|
.Select(orderGroup => orderGroup.Key)
|
|
.ToList();
|
|
List<UnitOrder> duplicateOrders = unitOrders
|
|
.Where(o => duplicateOrderedUnits.Contains(o.Unit))
|
|
.ToList();
|
|
List<UnitOrder> validOrders = unitOrders.Except(duplicateOrders).ToList();
|
|
validationResults = validationResults
|
|
.Concat(duplicateOrders.Select(o => o.Invalidate(ValidationReason.DuplicateOrders)))
|
|
.Concat(validOrders.Select(o => o.Validate(ValidationReason.Valid)))
|
|
.ToList();
|
|
|
|
// Finally, add implicit hold orders for units without legal orders.
|
|
List<Unit> allOrderableUnits = world.Units
|
|
.Where(unit => !unit.Season.Futures.Any())
|
|
.ToList();
|
|
HashSet<Unit> orderedUnits = validOrders.Select(order => order.Unit).ToHashSet();
|
|
List<Unit> unorderedUnits = allOrderableUnits
|
|
.Where(unit => !orderedUnits.Contains(unit))
|
|
.ToList();
|
|
List<HoldOrder> implicitHolds = unorderedUnits
|
|
.Select(unit => new HoldOrder(unit.Power, unit))
|
|
.ToList();
|
|
validationResults = validationResults
|
|
.Concat(implicitHolds.Select(o => o.Validate(ValidationReason.Valid)))
|
|
.ToList();
|
|
|
|
return validationResults;
|
|
}
|
|
|
|
public List<AdjudicationDecision> AdjudicateOrders(World world, List<Order> orders)
|
|
{
|
|
// Define all adjudication decisions to be made.
|
|
MovementDecisions decisions = new(orders);
|
|
|
|
List<AdjudicationDecision> unresolvedDecisions = decisions.Values.ToList();
|
|
|
|
// Adjudicate all decisions.
|
|
bool progress = false;
|
|
do
|
|
{
|
|
progress = false;
|
|
foreach (AdjudicationDecision decision in unresolvedDecisions.ToList())
|
|
{
|
|
progress |= ResolveDecision(decision, world, decisions);
|
|
if (decision.Resolved) unresolvedDecisions.Remove(decision);
|
|
}
|
|
} while (progress);
|
|
|
|
if (unresolvedDecisions.Any())
|
|
{
|
|
throw new ApplicationException("Some orders not resolved!");
|
|
}
|
|
|
|
return decisions.Values.ToList();
|
|
}
|
|
|
|
public World UpdateWorld(World world, List<AdjudicationDecision> decisions)
|
|
{
|
|
Dictionary<MoveOrder, DoesMove> moves = decisions
|
|
.OfType<DoesMove>()
|
|
.ToDictionary(dm => dm.Order);
|
|
|
|
// All moves to a particular season in a single phase result in the same future. Keep a
|
|
// record of when a future season has been created.
|
|
Dictionary<Season, Season> createdFutures = new();
|
|
List<Unit> createdUnits = new();
|
|
List<RetreatingUnit> retreats = new();
|
|
|
|
// Successful move orders result in the unit moving to the destination and creating a new
|
|
// future, while unsuccessful move orders are processed the same way as non-move orders.
|
|
foreach (DoesMove doesMove in moves.Values)
|
|
{
|
|
if (doesMove.Outcome == true)
|
|
{
|
|
if (!createdFutures.TryGetValue(doesMove.Order.Season, out Season? future))
|
|
{
|
|
// A timeline that doesn't have a future yet simply continues. Otherwise, it forks.
|
|
future = !doesMove.Order.Season.Futures.Any()
|
|
? doesMove.Order.Season.MakeNext()
|
|
: doesMove.Order.Season.MakeFork();
|
|
createdFutures[doesMove.Order.Season] = future;
|
|
}
|
|
createdUnits.Add(doesMove.Order.Unit.Next(doesMove.Order.Location, future));
|
|
}
|
|
}
|
|
|
|
// Process unsuccessful moves, all holds, and all supports.
|
|
foreach (IsDislodged isDislodged in decisions.OfType<IsDislodged>())
|
|
{
|
|
UnitOrder order = isDislodged.Order;
|
|
|
|
// Skip the move orders that were processed above.
|
|
if (order is MoveOrder move && moves[move].Outcome == true)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!createdFutures.TryGetValue(order.Unit.Season, out Season? future))
|
|
{
|
|
// Any unit given an order is, by definition, at the front of a timeline.
|
|
future = order.Unit.Season.MakeNext();
|
|
createdFutures[order.Unit.Season] = future;
|
|
}
|
|
|
|
// For each stationary unit that wasn't dislodged, continue it into the future.
|
|
if (isDislodged.Outcome == false)
|
|
{
|
|
createdUnits.Add(order.Unit.Next(order.Unit.Location, future));
|
|
}
|
|
else
|
|
{
|
|
// Create a retreat for each dislodged unit.
|
|
// TODO check valid retreats and disbands
|
|
var validRetreats = order.Unit.Location.Adjacents
|
|
.Select(loc => (future, loc))
|
|
.ToList();
|
|
RetreatingUnit retreat = new(order.Unit, validRetreats);
|
|
retreats.Add(retreat);
|
|
}
|
|
}
|
|
|
|
// TODO provide more structured information about order outcomes
|
|
|
|
World updated = world
|
|
.WithSeasons(world.Seasons.Concat(createdFutures.Values))
|
|
.WithUnits(world.Units.Concat(createdUnits))
|
|
.WithRetreats(retreats);
|
|
|
|
return updated;
|
|
}
|
|
|
|
private bool ResolveDecision(
|
|
AdjudicationDecision decision,
|
|
World world,
|
|
MovementDecisions decisions)
|
|
=> decision.Resolved ? false : decision switch
|
|
{
|
|
IsDislodged d => ResolveIsUnitDislodged(d, world, decisions),
|
|
HasPath d => ResolveDoesMoveHavePath(d, world, decisions),
|
|
GivesSupport d => ResolveIsSupportGiven(d, world, decisions),
|
|
HoldStrength d => ResolveHoldStrength(d, world, decisions),
|
|
AttackStrength d => ResolveAttackStrength(d, world, decisions),
|
|
DefendStrength d => ResolveDefendStrength(d, world, decisions),
|
|
PreventStrength d => ResolvePreventStrength(d, world, decisions),
|
|
DoesMove d => ResolveDoesUnitMove(d, world, decisions),
|
|
_ => throw new NotSupportedException($"Unknown decision type: {decision.GetType()}")
|
|
};
|
|
|
|
private bool ResolveIsUnitDislodged(
|
|
IsDislodged decision,
|
|
World world,
|
|
MovementDecisions decisions)
|
|
{
|
|
bool progress = false;
|
|
|
|
// If this unit was ordered to move and is doing so successfully, it cannot be dislodged
|
|
// even if another unit will successfully move into the province.
|
|
if (decision.Order is MoveOrder moveOrder)
|
|
{
|
|
DoesMove move = decisions.DoesMove[moveOrder];
|
|
progress |= ResolveDecision(move, world, decisions);
|
|
|
|
// If this unit received a move order and the move is successful, it cannot be
|
|
// dislodged.
|
|
if (move.Outcome == true)
|
|
{
|
|
progress |= decision.Update(false);
|
|
return progress;
|
|
}
|
|
|
|
// If the move is undecided, then the dislodge decision is undecidable until then.
|
|
if (move.Outcome == null)
|
|
{
|
|
return progress;
|
|
}
|
|
}
|
|
|
|
// If this unit isn't moving from its current province, then it is dislodged if another
|
|
// unit has a successful move into its province, and it is not dislodged if every unit that
|
|
// could move into its province fails to do so.
|
|
bool potentialDislodger = false;
|
|
foreach (MoveOrder dislodger in decision.Incoming)
|
|
{
|
|
DoesMove move = decisions.DoesMove[dislodger];
|
|
progress |= ResolveDecision(move, world, decisions);
|
|
|
|
// If at least one invader will move, this unit is dislodged.
|
|
if (move.Outcome == true)
|
|
{
|
|
progress |= decision.Update(true);
|
|
return progress;
|
|
}
|
|
|
|
// If the invader could potentially move, the dislodge decision can't be resolved to
|
|
// false.
|
|
if (move.Outcome != false)
|
|
{
|
|
potentialDislodger = true;
|
|
}
|
|
}
|
|
|
|
if (!potentialDislodger)
|
|
{
|
|
progress |= decision.Update(false);
|
|
}
|
|
|
|
return progress;
|
|
}
|
|
|
|
private bool ResolveDoesMoveHavePath(
|
|
HasPath decision,
|
|
World world,
|
|
MovementDecisions decisions)
|
|
{
|
|
bool progress= false;
|
|
|
|
// If the origin and destination are adjacent, then there is a path.
|
|
if (// Map adjacency
|
|
decision.Order.Unit.Location.Adjacents.Contains(decision.Order.Location)
|
|
// Turn adjacency
|
|
&& Math.Abs(decision.Order.Unit.Season.Turn - decision.Order.Season.Turn) <= 1
|
|
// Timeline adjacency
|
|
&& decision.Order.Unit.Season.InAdjacentTimeline(decision.Order.Season))
|
|
{
|
|
progress |= decision.Update(true);
|
|
return progress;
|
|
}
|
|
|
|
// If the origin and destination are not adjacent, then the decision resolves to whether
|
|
// there is a path of convoying fleets that (1) have matching orders and (2) are not
|
|
// dislodged.
|
|
|
|
// The adjudicator should have received a validated set of orders, so any illegal move
|
|
// with no possible convoy path should have been invalidated.
|
|
|
|
throw new NotImplementedException(); // TODO
|
|
}
|
|
|
|
private bool ResolveIsSupportGiven(
|
|
GivesSupport decision,
|
|
World world,
|
|
MovementDecisions decisions)
|
|
{
|
|
bool progress = false;
|
|
|
|
// Support is cut when a unit moves into the supporting unit's province with nonzero
|
|
// attack strength. Support is given when there is known to be no such unit.
|
|
bool potentialNonzeroAttack = false;
|
|
foreach (MoveOrder cut in decision.Cuts)
|
|
{
|
|
AttackStrength attack = decisions.AttackStrength[cut];
|
|
progress |= ResolveDecision(attack, world, decisions);
|
|
|
|
// If at least one attack has a nonzero minimum, the support decision can be resolved
|
|
// to false.
|
|
if (attack.MinValue > 0)
|
|
{
|
|
progress |= decision.Update(false);
|
|
return progress;
|
|
}
|
|
|
|
// If at least one attack has a nonzero maximum, the support decision can't be resolved
|
|
// to true.
|
|
if (attack.MaxValue > 0)
|
|
{
|
|
potentialNonzeroAttack = true;
|
|
}
|
|
}
|
|
|
|
// Support is also cut if the unit is dislodged.
|
|
IsDislodged dislodge = decisions.IsDislodged[decision.Order.Unit];
|
|
progress |= ResolveDecision(dislodge, world, decisions);
|
|
if (dislodge.Outcome == true)
|
|
{
|
|
progress |= decision.Update(false);
|
|
return progress;
|
|
}
|
|
|
|
// If no attack has potentially nonzero attack strength, and the dislodge decision is
|
|
// resolved to false, then the support is given.
|
|
if (!potentialNonzeroAttack && dislodge.Outcome == false)
|
|
{
|
|
progress |= decision.Update(true);
|
|
return progress;
|
|
}
|
|
|
|
// Otherwise, the support remains undecided.
|
|
return progress;
|
|
}
|
|
|
|
private bool ResolveHoldStrength(
|
|
HoldStrength decision,
|
|
World world,
|
|
MovementDecisions decisions)
|
|
{
|
|
bool progress = false;
|
|
|
|
// If no unit is in the province, the hold strength is zero.
|
|
if (decision.Order == null)
|
|
{
|
|
progress |= decision.Update(0, 0);
|
|
return progress;
|
|
}
|
|
|
|
// If a unit with a move order is in the province, the strength depends on the move success.
|
|
if (decision.Order is MoveOrder move)
|
|
{
|
|
DoesMove moves = decisions.DoesMove[move];
|
|
progress |= ResolveDecision(moves, world, decisions);
|
|
progress |= decision.Update(
|
|
moves.Outcome != false ? 0 : 1,
|
|
moves.Outcome == true ? 0 : 1);
|
|
return progress;
|
|
}
|
|
// If a unit without a move order is in the province, add up the supports.
|
|
else
|
|
{
|
|
int min = 1;
|
|
int max = 1;
|
|
foreach (SupportHoldOrder support in decision.Supports)
|
|
{
|
|
GivesSupport givesSupport = decisions.GivesSupport[support];
|
|
progress |= ResolveDecision(givesSupport, world, decisions);
|
|
if (givesSupport.Outcome == true) min += 1;
|
|
if (givesSupport.Outcome != false) max += 1;
|
|
}
|
|
progress |= decision.Update(min, max);
|
|
return progress;
|
|
}
|
|
}
|
|
|
|
private bool ResolveAttackStrength(
|
|
AttackStrength decision,
|
|
World world,
|
|
MovementDecisions decisions)
|
|
{
|
|
bool progress = false;
|
|
|
|
// If there is no path, the attack strength is zero.
|
|
var hasPath = decisions.HasPath[decision.Order];
|
|
progress |= ResolveDecision(hasPath, world, decisions);
|
|
if (hasPath.Outcome == false)
|
|
{
|
|
progress |= decision.Update(0, 0);
|
|
return progress;
|
|
}
|
|
|
|
// If there is a head to head battle, a unit at the destination that isn't moving away, or
|
|
// a unit at the destination that will fail to move away, then the attacking unit will have
|
|
// to dislodge it.
|
|
UnitOrder? destOrder = decisions.HoldStrength[decision.Order.Point].Order;
|
|
DoesMove? destMoveAway = destOrder is MoveOrder moveAway
|
|
? decisions.DoesMove[moveAway]
|
|
: null;
|
|
if (destMoveAway != null)
|
|
{
|
|
progress |= ResolveDecision(destMoveAway, world, decisions);
|
|
}
|
|
if (// In any case here, there will have to be a unit at the destination with an order,
|
|
// which means that destOrder will have to be populated. Including this in the if
|
|
//condition lets the compiler know it won't be null in the if block.
|
|
destOrder != null
|
|
&& (// Is head to head
|
|
decision.OpposingMove != null
|
|
// Is not moving away
|
|
|| destMoveAway == null
|
|
// Is failing to move away
|
|
|| destMoveAway.Outcome == false))
|
|
{
|
|
Power destPower = destOrder.Unit.Power;
|
|
if (decision.Order.Unit.Power == destPower)
|
|
{
|
|
// Cannot dislodge own unit.
|
|
progress |= decision.Update(0, 0);
|
|
return progress;
|
|
}
|
|
else
|
|
{
|
|
// Supports won't help to dislodge units of the same power as the support.
|
|
int min = 1;
|
|
int max = 1;
|
|
foreach (SupportMoveOrder support in decision.Supports)
|
|
{
|
|
if (support.Unit.Power == destPower) continue;
|
|
GivesSupport givesSupport = decisions.GivesSupport[support];
|
|
progress |= ResolveDecision(givesSupport, world, decisions);
|
|
if (givesSupport.Outcome == true) min += 1;
|
|
if (givesSupport.Outcome != false) max += 1;
|
|
}
|
|
progress |= decision.Update(min, max);
|
|
return progress;
|
|
}
|
|
}
|
|
else if (destMoveAway != null && destMoveAway.Outcome == null)
|
|
{
|
|
// If the unit at the destination has an undecided move order, then the minimum tracks
|
|
// the case where it doesn't move and the attack strength is mitigated by supports not
|
|
// helping to dislodge units of the same power as the support. The maximum tracks the
|
|
// case where it does move and the attack strength is unmitigated.
|
|
Power destPower = destMoveAway.Order.Unit.Power;
|
|
int min = 1;
|
|
int max = 1;
|
|
foreach (SupportMoveOrder support in decision.Supports)
|
|
{
|
|
GivesSupport givesSupport = decisions.GivesSupport[support];
|
|
progress |= ResolveDecision(givesSupport, world, decisions);
|
|
if (support.Unit.Power != destPower && givesSupport.Outcome == true) min += 1;
|
|
if (givesSupport.Outcome != false) max += 1;
|
|
}
|
|
// Force min to zero in case of an attempt to disloge a unit of the same power.
|
|
if (decision.Order.Unit.Power == destPower) min = 0;
|
|
progress |= decision.Update(min, max);
|
|
return progress;
|
|
}
|
|
else
|
|
{
|
|
// If the unit at the destination is going somewhere else, then attack strength
|
|
// includes all supports from all powers.
|
|
int min = 1;
|
|
int max = 1;
|
|
foreach (SupportMoveOrder support in decision.Supports)
|
|
{
|
|
GivesSupport givesSupport = decisions.GivesSupport[support];
|
|
progress |= ResolveDecision(givesSupport, world, decisions);
|
|
if (givesSupport.Outcome == true) min += 1;
|
|
if (givesSupport.Outcome != false) max += 1;
|
|
}
|
|
progress |= decision.Update(min, max);
|
|
return progress;
|
|
}
|
|
}
|
|
|
|
private bool ResolveDefendStrength(
|
|
DefendStrength decision,
|
|
World world,
|
|
MovementDecisions decisions)
|
|
{
|
|
bool progress = false;
|
|
|
|
// The defend strength is equal to one plus, at least, the number of known successful
|
|
// supports, and at most, also the unresolved supports were they to resolve to successes.
|
|
int min = 1;
|
|
int max = 1;
|
|
foreach (SupportMoveOrder support in decision.Supports)
|
|
{
|
|
GivesSupport givesSupport = decisions.GivesSupport[support];
|
|
progress |= ResolveDecision(givesSupport, world, decisions);
|
|
if (givesSupport.Outcome == true) min += 1;
|
|
if (givesSupport.Outcome != false) max += 1;
|
|
}
|
|
progress |= decision.Update(min, max);
|
|
|
|
return progress;
|
|
}
|
|
|
|
private bool ResolvePreventStrength(
|
|
PreventStrength decision,
|
|
World world,
|
|
MovementDecisions decisions)
|
|
{
|
|
bool progress = false;
|
|
|
|
// If there is no path, the prevent strength is zero.
|
|
var hasPath = decisions.HasPath[decision.Order];
|
|
progress |= ResolveDecision(hasPath, world, decisions);
|
|
if (hasPath.Outcome == false)
|
|
{
|
|
progress |= decision.Update(0, 0);
|
|
return progress;
|
|
}
|
|
|
|
// If there's a head to head battle and the opposing unit succeeds in moving, the prevent
|
|
// strength is zero.
|
|
if (decision.OpposingMove != null
|
|
&& decisions.DoesMove[decision.OpposingMove].Outcome == true)
|
|
{
|
|
progress |= decision.Update(0, 0);
|
|
return progress;
|
|
}
|
|
|
|
// In all other cases, the prevent strength is equal to one plus, at least, the number of
|
|
// known successful supports, and at most, also the unresolved supports were they to
|
|
// resolve to successes.
|
|
int min = 1;
|
|
int max = 1;
|
|
foreach (SupportMoveOrder support in decision.Supports)
|
|
{
|
|
GivesSupport givesSupport = decisions.GivesSupport[support];
|
|
progress |= ResolveDecision(givesSupport, world, decisions);
|
|
if (givesSupport.Outcome == true) min += 1;
|
|
if (givesSupport.Outcome != false) max += 1;
|
|
}
|
|
|
|
// The minimum stays at zero if the path or head to head move decisions are unresolved, as
|
|
// they may resolve to one of the conditions above that forces the prevent strength to zero.
|
|
if (!hasPath.Resolved
|
|
|| (decision.OpposingMove != null
|
|
&& !decisions.DoesMove[decision.OpposingMove].Resolved))
|
|
{
|
|
min = 0;
|
|
}
|
|
|
|
progress |= decision.Update(min, max);
|
|
|
|
return progress;
|
|
}
|
|
|
|
private bool ResolveDoesUnitMove(
|
|
DoesMove decision,
|
|
World world,
|
|
MovementDecisions decisions)
|
|
{
|
|
bool progress = false;
|
|
|
|
// Resolve the move's attack strength.
|
|
AttackStrength attack = decisions.AttackStrength[decision.Order];
|
|
progress |= ResolveDecision(attack, world, decisions);
|
|
|
|
// In a head to head battle, the threshold for the attack strength to beat is the opposing
|
|
// defend strength. Outside a head to head battle, the threshold is the destination's hold
|
|
// strength.
|
|
NumericAdjudicationDecision defense = decision.OpposingMove != null
|
|
? decisions.DefendStrength[decision.OpposingMove]
|
|
: decisions.HoldStrength[decision.Order.Point];
|
|
progress |= ResolveDecision(defense, world, decisions);
|
|
|
|
// If the attack doesn't beat the defense, resolve the move to false.
|
|
if (attack.MaxValue <= defense.MinValue)
|
|
{
|
|
progress |= decision.Update(false);
|
|
return progress;
|
|
}
|
|
|
|
// Check if a competing move will prevent this one.
|
|
bool beatsAllCompetingMoves = true;
|
|
foreach (MoveOrder order in decision.Competing)
|
|
{
|
|
PreventStrength prevent = decisions.PreventStrength[order];
|
|
progress |= ResolveDecision(prevent, world, decisions);
|
|
// If attack doesn't beat the prevent, resolve the move to false.
|
|
if (attack.MaxValue <= prevent.MinValue)
|
|
{
|
|
progress |= decision.Update(false);
|
|
return progress;
|
|
}
|
|
// If the attack doesn't beat the prevent, it can't resolve to true.
|
|
if (attack.MinValue <= prevent.MaxValue)
|
|
{
|
|
beatsAllCompetingMoves = false;
|
|
}
|
|
}
|
|
|
|
// If the attack didn't resolve to false because the defense or a prevent beat it, then
|
|
// attempt to resolve it to true based on whether it beat the defense and all prevents.
|
|
progress |= decision.Update(attack.MinValue > defense.MaxValue && beatsAllCompetingMoves);
|
|
return progress;
|
|
}
|
|
}
|