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convoy.go
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convoy.go
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package orders
import (
"fmt"
"time"
"github.com/zond/godip"
)
var ConvoyOrder = &convoy{}
func Convoy(source, from, to godip.Province) *convoy {
return &convoy{
targets: []godip.Province{source, from, to},
}
}
type convoy struct {
targets []godip.Province
}
func (self *convoy) String() string {
return fmt.Sprintf("%v %v %v", self.targets[0], godip.Convoy, self.targets[1:])
}
func (self *convoy) Flags() map[godip.Flag]bool {
return nil
}
func (self *convoy) At() time.Time {
return time.Now()
}
func (self *convoy) Type() godip.OrderType {
return godip.Convoy
}
func (self *convoy) DisplayType() godip.OrderType {
return godip.Convoy
}
func (self *convoy) Targets() []godip.Province {
return self.targets
}
func (self *convoy) Adjudicate(r godip.Resolver) error {
unit, _, _ := r.Unit(self.targets[0])
if breaks, _, _ := r.Find(func(p godip.Province, o godip.Order, u *godip.Unit) bool {
return (o.Type() == godip.Move && // move
o.Targets()[1] == self.targets[0] && // against us
u.Nation != unit.Nation && // not friendly
r.Resolve(p) == nil)
}); len(breaks) > 0 {
return godip.ErrConvoyDislodged{breaks[0]}
}
return nil
}
func (self *convoy) Parse(bits []string) (godip.Adjudicator, error) {
var result godip.Adjudicator
var err error
if len(bits) > 1 && godip.OrderType(bits[1]) == self.DisplayType() {
if len(bits) == 4 {
result = Convoy(godip.Province(bits[0]), godip.Province(bits[2]), godip.Province(bits[3]))
}
if result == nil {
err = fmt.Errorf("Can't parse as %+v", bits)
}
}
return result, err
}
func (self *convoy) Options(v godip.Validator, nation godip.Nation, src godip.Province) (result godip.Options) {
if src.Super() != src {
return
}
if v.Phase().Type() != godip.Movement {
return
}
if !v.Graph().Has(src) {
return
}
convoyer, actualSrc, ok := v.Unit(src)
if !ok || convoyer.Type != godip.Fleet {
return
}
if v.Graph().Flags(actualSrc.Super())[godip.Land] && !v.Graph().Flags(actualSrc.Super())[godip.Convoyable] {
return
}
if convoyer.Nation != nation {
return
}
possibleSources := []godip.Province{}
possibleDestinations := []godip.Province{}
for _, endpointProv := range v.Graph().Provinces() {
for _, endpoint := range v.Graph().Coasts(endpointProv) {
if !v.Graph().Flags(endpoint)[godip.Land] {
continue
}
if path := ConvoyParticipationPossible(v, actualSrc, endpoint); path != nil {
possibleDestinations = append(possibleDestinations, endpoint)
if endpointUnit, _, ok := v.Unit(endpoint); ok && endpointUnit.Type == godip.Army {
possibleSources = append(possibleSources, endpoint)
}
}
}
}
for _, src := range possibleSources {
for _, dst := range possibleDestinations {
if src.Super() == dst.Super() {
continue
}
if result == nil {
result = godip.Options{}
}
if result[godip.SrcProvince(actualSrc)] == nil {
result[godip.SrcProvince(actualSrc)] = godip.Options{}
}
opt, f := result[godip.SrcProvince(actualSrc)][src]
if !f {
opt = godip.Options{}
result[godip.SrcProvince(actualSrc)][src] = opt
}
opt[dst] = nil
}
}
return
}
func (self *convoy) Validate(v godip.Validator) (godip.Nation, error) {
if v.Phase().Type() != godip.Movement {
return "", godip.ErrInvalidPhase
}
if !v.Graph().Has(self.targets[0]) {
return "", godip.ErrInvalidSource
}
if !v.Graph().Has(self.targets[1]) {
return "", godip.ErrInvalidTarget
}
if !v.Graph().Has(self.targets[2]) {
return "", godip.ErrInvalidTarget
}
for _, src := range v.Graph().Coasts(self.targets[0]) {
if v.Graph().Flags(src)[godip.Land] && !v.Graph().Flags(src)[godip.Convoyable] {
return "", godip.ErrIllegalConvoyPath
}
}
var convoyer godip.Unit
var ok bool
convoyer, self.targets[0], ok = v.Unit(self.targets[0])
if !ok {
return "", godip.ErrMissingUnit
} else if convoyer.Type != godip.Fleet {
return "", godip.ErrIllegalConvoyer
}
var convoyee godip.Unit
if convoyee, self.targets[1], ok = v.Unit(self.targets[1]); !ok {
return "", godip.ErrMissingConvoyee
} else if convoyee.Type != godip.Army {
return "", godip.ErrIllegalConvoyee
}
if AnyConvoyPath(v, self.targets[1], self.targets[2], false, nil) == nil {
return "", godip.ErrIllegalConvoyMove
}
return convoyer.Nation, nil
}
func (self *convoy) Execute(state godip.State) {
}
// ConvoyEndPoints returns all possible end points for a convoy route starting at
// startPoint. If reverse is false then the route will be for a unit moving from
// startPoint; if it's true then the route will be for a unit moving to startPoint
// instead. If noConvoy is set then the route cannot pass through it.
func ConvoyEndPoints(v godip.Validator, startPoint godip.Province, reverse bool, noConvoy *godip.Province) (result []godip.Province) {
defer v.Profile("ConvoyEndPoints", time.Now())
potentialConvoyCoasts := map[godip.Province]bool{}
v.Graph().Path(startPoint, "-", reverse, func(prov godip.Province, edgeFlags, provFlags map[godip.Flag]bool, sc *godip.Nation, trace []godip.Province) (okStep bool) {
if !edgeFlags[godip.Sea] {
return false
}
if v.Graph().Flags(prov.Super())[godip.Land] {
if len(trace) > 0 && prov.Super() != startPoint.Super() {
potentialConvoyCoasts[prov] = true
}
if !provFlags[godip.Convoyable] {
return false
}
}
if noConvoy != nil && *noConvoy == prov {
return false
}
unit, _, found := v.Unit(prov)
if !found {
return false
}
if unit.Type != godip.Fleet {
return false
}
return true
})
result = make([]godip.Province, 0, len(potentialConvoyCoasts))
for prov := range potentialConvoyCoasts {
result = append(result, prov)
}
return result
}
// PossibleConvoyPathFilter returns a path filter for Graph that only accepts nodes that can partake in a convoy from
// src to dst. If resolveConvoys, then the convoys have to be successful. If dstOk then the dst is acceptable as convoying
// node.
func PossibleConvoyPathFilter(v godip.Validator, src, dst godip.Province, resolveConvoys, dstOk bool) godip.PathFilter {
return func(name godip.Province, edgeFlags, nodeFlags map[godip.Flag]bool, sc *godip.Nation, trace []godip.Province) bool {
superFlags := v.Graph().Flags(name.Super())
if dstOk && name.Contains(dst) && superFlags[godip.Land] {
return true
}
if (superFlags[godip.Land] || !superFlags[godip.Sea]) && !superFlags[godip.Convoyable] {
return false
}
if u, _, ok := v.Unit(name); ok && u.Type == godip.Fleet {
if !resolveConvoys {
return true
}
if order, prov, ok := v.Order(name); ok && order.Type() == godip.Convoy && order.Targets()[1].Contains(src) && order.Targets()[2].Contains(dst) {
if err := v.(godip.Resolver).Resolve(prov); err != nil {
return false
}
return true
}
}
return false
}
}
// ConvoyParticipantionPossible returns a path that participant (assumed to be a fleet at a convoyable position)
// could send an army to endpoint.
func ConvoyParticipationPossible(v godip.Validator, participant, endpoint godip.Province) []godip.Province {
defer v.Profile("ConvoyParticipationPossible", time.Now())
return v.Graph().Path(participant, endpoint, false, PossibleConvoyPathFilter(v, participant, endpoint, false, true))
}
func ConvoyPathPossibleVia(v godip.Validator, via, src, dst godip.Province, resolveConvoys bool) []godip.Province {
defer v.Profile("ConvoyPathPossibleVia", time.Now())
if part1 := v.Graph().Path(src, via, false, PossibleConvoyPathFilter(v, src, dst, resolveConvoys, false)); part1 != nil {
t2 := time.Now()
if part2 := v.Graph().Path(via, dst, false, PossibleConvoyPathFilter(v, src, dst, resolveConvoys, true)); part2 != nil {
return append(part1, part2...)
}
v.Profile("ConvoyPathPossbleVia { [ check second half ] }", t2)
}
return nil
}
func convoyPath(v godip.Validator, src, dst godip.Province, resolveConvoys bool, viaNation *godip.Nation) []godip.Province {
defer v.Profile("convoyPath", time.Now())
if src == dst {
return nil
}
// Find all fleets that could or will convoy.
t := time.Now()
waypoints, _, _ := v.Find(func(p godip.Province, o godip.Order, u *godip.Unit) bool {
// (not on land or is convoyable) and exists and is the viaNation, if provided and is a fleet and is not _at_ src or dst.
if (!v.Graph().Flags(p)[godip.Land] || v.Graph().Flags(p)[godip.Convoyable]) && u != nil && (viaNation == nil || u.Nation == *viaNation) && u.Type == godip.Fleet && p.Super() != src.Super() && p.Super() != dst.Super() {
if !resolveConvoys {
if viaNation == nil || (o != nil && o.Type() == godip.Convoy && o.Targets()[1].Contains(src) && o.Targets()[2].Contains(dst)) {
return true
}
return false
}
if o != nil && o.Type() == godip.Convoy && o.Targets()[1].Contains(src) && o.Targets()[2].Contains(dst) {
if err := v.(godip.Resolver).Resolve(p); err != nil {
return false
}
return true
}
}
return false
})
v.Profile("convoyPath { v.Find([matching fleets]) }", t)
for _, waypoint := range waypoints {
if path := ConvoyPathPossibleVia(v, waypoint, src, dst, resolveConvoys); path != nil {
return path
}
}
return nil
}
func MustConvoy(r godip.Resolver, src godip.Province) bool {
defer r.Profile("MustConvoy", time.Now())
unit, _, ok := r.Unit(src)
if !ok {
return false
}
if unit.Type != godip.Army {
return false
}
order, _, ok := r.Order(src)
if !ok {
return false
}
if order.Type() != godip.Move {
return false
}
return (!HasEdge(r, unit.Type, order.Targets()[0], order.Targets()[1]) ||
(order.Flags()[godip.ViaConvoy] && AnyConvoyPath(r, order.Targets()[0], order.Targets()[1], true, nil) != nil) ||
AnyConvoyPath(r, order.Targets()[0], order.Targets()[1], false, &unit.Nation) != nil)
}
func AnyConvoyPath(v godip.Validator, src, dst godip.Province, resolveConvoys bool, viaNation *godip.Nation) (result []godip.Province) {
defer v.Profile("AnyConvoyPath", time.Now())
if !v.Graph().AllFlags(src)[godip.Sea] || !v.Graph().AllFlags(dst)[godip.Sea] {
return
}
if result = convoyPath(v, src, dst, resolveConvoys, viaNation); result != nil {
return
}
for _, srcCoast := range v.Graph().Coasts(src) {
for _, dstCoast := range v.Graph().Coasts(dst) {
if result = convoyPath(v, srcCoast, dstCoast, resolveConvoys, viaNation); result != nil {
return
}
}
}
return
}