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