Bundles in-flight work on the campaign/missions system (CampaignDef, MissionDef, TerrainPatch, TransformerDef, MissionChecker, CampaignLoader, FlavorBanner, transformer rules), plan files, and matching tests. Baseline commit so the upcoming automation testing harness lands on a clean tree.
223 lines
8.6 KiB
C#
223 lines
8.6 KiB
C#
using Chessistics.Engine.Events;
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using Chessistics.Engine.Model;
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namespace Chessistics.Engine.Rules;
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public static class TransferResolver
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{
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public static List<IWorldEvent> ResolveTransfers(BoardState state)
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{
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var events = new List<IWorldEvent>();
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var participated = new HashSet<int>(); // piece IDs that already gave or received
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var productionGave = new HashSet<Coords>(); // productions that already gave
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// Phase A: Productions give to adjacent pieces
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ResolveProductionTransfers(state, events, participated, productionGave);
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// Phase A2: Transformer outputs give to adjacent pieces (like productions)
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ResolveTransformerOutputTransfers(state, events, participated);
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// Phase B: Pieces give to demands, transformers, or other pieces
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ResolvePieceTransfers(state, events, participated);
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return events;
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}
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private static void ResolveProductionTransfers(
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BoardState state, List<IWorldEvent> events,
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HashSet<int> participated, HashSet<Coords> productionGave)
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{
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// Sort productions deterministically (by position)
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var productions = state.Productions.Values
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.Where(p => state.ProductionBuffers[p.Position] > 0)
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.OrderBy(p => p.Position.Col).ThenBy(p => p.Position.Row)
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.ToList();
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foreach (var prod in productions)
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{
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var cargoType = prod.Cargo;
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// Find adjacent pieces without cargo that accept this cargo type
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var receivers = GetAdjacentPiecesWithoutCargo(state, prod.Position, participated,
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cargoType: cargoType);
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foreach (var receiver in receivers)
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{
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if (state.ProductionBuffers[prod.Position] <= 0) break;
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receiver.Cargo = cargoType;
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state.ProductionBuffers[prod.Position]--;
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participated.Add(receiver.Id);
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events.Add(new CargoTransferredEvent(
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state.TurnNumber, prod.Position, receiver.CurrentCell, cargoType,
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GivingPieceId: null, ReceivingPieceId: receiver.Id));
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}
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if (state.ProductionBuffers[prod.Position] < prod.Amount)
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productionGave.Add(prod.Position);
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}
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}
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private static void ResolveTransformerOutputTransfers(
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BoardState state, List<IWorldEvent> events, HashSet<int> participated)
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{
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var transformers = state.Transformers.Values
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.Where(t => state.TransformerOutputBuffers[t.Position] > 0)
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.OrderBy(t => t.Position.Col).ThenBy(t => t.Position.Row)
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.ToList();
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foreach (var transformer in transformers)
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{
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var cargoType = transformer.OutputCargo;
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var receivers = GetAdjacentPiecesWithoutCargo(state, transformer.Position, participated,
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cargoType: cargoType);
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foreach (var receiver in receivers)
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{
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if (state.TransformerOutputBuffers[transformer.Position] <= 0) break;
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receiver.Cargo = cargoType;
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state.TransformerOutputBuffers[transformer.Position]--;
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participated.Add(receiver.Id);
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events.Add(new CargoTransferredEvent(
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state.TurnNumber, transformer.Position, receiver.CurrentCell, cargoType,
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GivingPieceId: null, ReceivingPieceId: receiver.Id));
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}
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}
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}
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private static void ResolvePieceTransfers(
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BoardState state, List<IWorldEvent> events, HashSet<int> participated)
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{
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// Get all pieces with cargo that haven't participated, sorted by giver priority
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var givers = state.Pieces
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.Where(p => p.Cargo != null && !participated.Contains(p.Id))
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.OrderByDescending(p => p.SocialStatus)
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.ThenByDescending(p => p.Level)
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.ToList();
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foreach (var giver in givers)
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{
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if (participated.Contains(giver.Id)) continue;
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var cargoType = giver.Cargo!.Value;
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// Priority 1: deliver to adjacent demand (always accepts matching cargo, even when satisfied)
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var adjacentDemand = GetAdjacentCompatibleDemand(state, giver.CurrentCell, cargoType);
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if (adjacentDemand != null)
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{
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giver.Cargo = null;
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adjacentDemand.ReceivedCount++;
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participated.Add(giver.Id);
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events.Add(new CargoTransferredEvent(
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state.TurnNumber, giver.CurrentCell, adjacentDemand.Position, cargoType,
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GivingPieceId: giver.Id, ReceivingPieceId: null));
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events.Add(new DemandProgressEvent(
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state.TurnNumber, adjacentDemand.Position, adjacentDemand.Name,
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adjacentDemand.ReceivedCount, adjacentDemand.Required));
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continue;
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}
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// Priority 2: deliver to adjacent transformer (input side)
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var adjacentTransformer = GetAdjacentCompatibleTransformer(state, giver.CurrentCell, cargoType);
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if (adjacentTransformer != null)
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{
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giver.Cargo = null;
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state.TransformerInputBuffers[adjacentTransformer.Position]++;
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participated.Add(giver.Id);
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events.Add(new CargoTransferredEvent(
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state.TurnNumber, giver.CurrentCell, adjacentTransformer.Position, cargoType,
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GivingPieceId: giver.Id, ReceivingPieceId: null));
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continue;
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}
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// Priority 3: transfer to adjacent piece without cargo
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var receivers = GetAdjacentPiecesWithoutCargo(state, giver.CurrentCell, participated,
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cargoType: cargoType);
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if (receivers.Count == 0) continue;
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var receiver = receivers[0];
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receiver.Cargo = cargoType;
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giver.Cargo = null;
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participated.Add(giver.Id);
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participated.Add(receiver.Id);
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events.Add(new CargoTransferredEvent(
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state.TurnNumber, giver.CurrentCell, receiver.CurrentCell, cargoType,
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GivingPieceId: giver.Id, ReceivingPieceId: receiver.Id));
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}
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}
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private static List<PieceState> GetAdjacentPiecesWithoutCargo(
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BoardState state, Coords position, HashSet<int> participated,
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CargoType? cargoType = null)
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{
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var adjacent = position.GetAdjacent4(state.Width, state.Height);
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return state.Pieces
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.Where(p => p.Cargo == null
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&& !participated.Contains(p.Id)
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&& adjacent.Contains(p.CurrentCell)
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&& (p.CargoFilter == null || cargoType == null || p.CargoFilter == cargoType))
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.OrderByDescending(p => p.SocialStatus)
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.ThenByDescending(p => p.Level)
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.ThenBy(p => ClockwiseOrder(p.CurrentCell, position, state.TurnNumber))
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.ToList();
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}
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private static DemandState? GetAdjacentCompatibleDemand(
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BoardState state, Coords position, CargoType cargoType)
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{
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var adjacent = position.GetAdjacent4(state.Width, state.Height);
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return state.Demands.Values
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.Where(d => d.Cargo == cargoType
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&& adjacent.Contains(d.Position))
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.FirstOrDefault();
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}
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private static TransformerDef? GetAdjacentCompatibleTransformer(
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BoardState state, Coords position, CargoType cargoType)
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{
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var adjacent = position.GetAdjacent4(state.Width, state.Height);
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return state.Transformers.Values
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.Where(t => t.InputCargo == cargoType
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&& adjacent.Contains(t.Position))
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.FirstOrDefault();
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}
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/// <summary>
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/// Returns a sort key (0-3) based on cardinal direction from center to piece.
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/// In y-up coordinates, clockwise from 0° (right):
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/// right(1,0)=0, up(0,1)=1, left(-1,0)=2, down(0,-1)=3
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/// On even turns, start from right (0°). On odd turns, start from left (180°).
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/// </summary>
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private static int ClockwiseOrder(Coords pieceCell, Coords center, int turnNumber)
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{
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int dx = pieceCell.Col - center.Col;
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int dy = pieceCell.Row - center.Row;
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int baseOrder = (dx, dy) switch
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{
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(1, 0) => 0, // right
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(0, 1) => 1, // up (y-up)
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(-1, 0) => 2, // left
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(0, -1) => 3, // down (y-up)
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_ => 4 // non-adjacent, shouldn't happen
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};
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// Odd turns: rotate by 2 (start from left instead of right)
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if (turnNumber % 2 == 1)
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baseOrder = (baseOrder + 2) % 4;
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return baseOrder;
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}
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}
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