Chessistics/chessistics-engine/Rules/TransferResolver.cs
Samuel Bouchet 3120d9835e Phase 2: cargo-type aware transfers via CargoFilter
Add CargoFilter property to PieceState, auto-assigned at placement
by tracing relay chain back to production. TransferResolver now
enforces cargo-type filtering and uses forward-direction sorting
with cargo-aware distance calculations. Prevents cross-route
contamination on multi-cargo boards.

Level 3 restored to dual-cargo (Wood+Stone) with correct 10R+2K stock.
Two new solvability tests validate filter auto-assignment and chain
propagation. All 60 tests green.
2026-04-10 15:35:37 +02:00

154 lines
6.1 KiB
C#

using Chessistics.Engine.Events;
using Chessistics.Engine.Model;
namespace Chessistics.Engine.Rules;
public static class TransferResolver
{
public static List<IWorldEvent> ResolveTransfers(BoardState state)
{
var events = new List<IWorldEvent>();
var participated = new HashSet<int>(); // piece IDs that already gave or received
var productionGave = new HashSet<Coords>(); // productions that already gave
// Phase A: Productions give to adjacent pieces
ResolveProductionTransfers(state, events, participated, productionGave);
// Phase B: Pieces give to demands or other pieces
ResolvePieceTransfers(state, events, participated);
return events;
}
private static void ResolveProductionTransfers(
BoardState state, List<IWorldEvent> events,
HashSet<int> participated, HashSet<Coords> productionGave)
{
// Sort productions deterministically (by position)
var productions = state.Productions.Values
.Where(p => state.ProductionBuffers[p.Position] != null)
.OrderBy(p => p.Position.Col).ThenBy(p => p.Position.Row)
.ToList();
foreach (var prod in productions)
{
var cargoType = state.ProductionBuffers[prod.Position]!.Value;
// Find adjacent pieces without cargo that accept this cargo type
var receivers = GetAdjacentPiecesWithoutCargo(state, prod.Position, participated,
cargoType: cargoType);
if (receivers.Count == 0) continue;
var receiver = receivers[0];
receiver.Cargo = cargoType;
state.ProductionBuffers[prod.Position] = null;
participated.Add(receiver.Id);
productionGave.Add(prod.Position);
events.Add(new CargoTransferredEvent(
prod.Position, receiver.CurrentCell, cargoType,
GivingPieceId: null, ReceivingPieceId: receiver.Id));
}
}
private static void ResolvePieceTransfers(
BoardState state, List<IWorldEvent> events, HashSet<int> participated)
{
// Get all pieces with cargo that haven't participated, sorted by giver priority
var givers = state.Pieces
.Where(p => p.Cargo != null && !participated.Contains(p.Id))
.OrderByDescending(p => p.SocialStatus)
.ThenBy(p => MinDistanceToProduction(p.CurrentCell, state, p.Cargo))
.ThenBy(p => p.PlacementOrder)
.ToList();
foreach (var giver in givers)
{
if (participated.Contains(giver.Id)) continue;
var cargoType = giver.Cargo!.Value;
// Priority 1: deliver to adjacent demand
var adjacentDemand = GetAdjacentCompatibleDemand(state, giver.CurrentCell, cargoType);
if (adjacentDemand != null)
{
giver.Cargo = null;
adjacentDemand.ReceivedCount++;
participated.Add(giver.Id);
events.Add(new CargoTransferredEvent(
giver.CurrentCell, adjacentDemand.Position, cargoType,
GivingPieceId: giver.Id, ReceivingPieceId: null));
events.Add(new DemandProgressEvent(
adjacentDemand.Position, adjacentDemand.Name,
adjacentDemand.ReceivedCount, adjacentDemand.Required));
continue;
}
// Priority 2: transfer to adjacent piece without cargo
// Prefer receivers farther from production (push cargo forward in chain)
var receivers = GetAdjacentPiecesWithoutCargo(state, giver.CurrentCell, participated,
forwardDirection: true, cargoType: cargoType);
if (receivers.Count == 0) continue;
var receiver = receivers[0];
receiver.Cargo = cargoType;
giver.Cargo = null;
participated.Add(giver.Id);
participated.Add(receiver.Id);
events.Add(new CargoTransferredEvent(
giver.CurrentCell, receiver.CurrentCell, cargoType,
GivingPieceId: giver.Id, ReceivingPieceId: receiver.Id));
}
}
private static List<PieceState> GetAdjacentPiecesWithoutCargo(
BoardState state, Coords position, HashSet<int> participated,
bool forwardDirection = false, CargoType? cargoType = null)
{
var adjacent = position.GetAdjacent4(state.Width, state.Height);
var query = state.Pieces
.Where(p => p.Cargo == null
&& !participated.Contains(p.Id)
&& adjacent.Contains(p.CurrentCell)
&& (p.CargoFilter == null || cargoType == null || p.CargoFilter == cargoType))
.OrderByDescending(p => p.SocialStatus);
// For piece-to-piece transfers, prefer receivers farther from production
// (pushes cargo forward through relay chains instead of backward).
// For production pickups, prefer receivers closer to production.
var sorted = forwardDirection
? query.ThenByDescending(p => MinDistanceToProduction(p.CurrentCell, state, cargoType))
: query.ThenBy(p => MinDistanceToProduction(p.CurrentCell, state, cargoType));
return sorted.ThenBy(p => p.PlacementOrder).ToList();
}
private static DemandState? GetAdjacentCompatibleDemand(
BoardState state, Coords position, CargoType cargoType)
{
var adjacent = position.GetAdjacent4(state.Width, state.Height);
return state.Demands.Values
.Where(d => !d.IsSatisfied
&& d.Cargo == cargoType
&& adjacent.Contains(d.Position))
.FirstOrDefault();
}
private static int MinDistanceToProduction(Coords cell, BoardState state, CargoType? cargoType = null)
{
var productions = cargoType != null
? state.Productions.Where(kv => kv.Value.Cargo == cargoType).Select(kv => kv.Key)
: state.Productions.Keys;
var prodList = productions.ToList();
if (prodList.Count == 0) return int.MaxValue;
return prodList.Min(p => cell.ManhattanDistance(p));
}
}