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collect.rs
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use crate::events::EventOrigin;
use crate::game::Game;
use crate::map::Terrain;
use crate::map::Terrain::{Fertile, Forest, Mountain};
use crate::player::Player;
use crate::player_events::ActionInfo;
use crate::playing_actions::Collect;
use crate::position::Position;
use crate::resource_pile::ResourcePile;
use std::collections::{HashMap, HashSet};
use std::iter;
///
/// # Panics
///
/// Panics if the action is illegal
#[must_use]
pub fn get_total_collection(
game: &Game,
player_index: usize,
city_position: Position,
collections: &[(Position, ResourcePile)],
) -> Option<(CollectOptionsInfo, ResourcePile)> {
let player = &game.players[player_index];
let city = player.get_city(city_position)?;
if city.mood_modified_size(player) < collections.len() || city.player_index != player_index {
return None;
}
let i = possible_resource_collections(
game,
city_position,
player_index,
&HashMap::new(),
collections,
);
let possible = collections.iter().all(|(position, collect)| {
i.choices
.get(position)
.is_some_and(|options| options.contains(collect))
});
if possible {
collections
.iter()
.cloned()
.map(|(_, collect)| collect)
.reduce(std::ops::Add::add)
.map(|option| (i, option))
} else {
None
}
}
pub(crate) fn collect(game: &mut Game, player_index: usize, c: &Collect) {
let (i, total_collect) =
get_total_collection(game, player_index, c.city_position, &c.collections)
.expect("Illegal action");
let city = game.players[player_index]
.get_city_mut(c.city_position)
.expect("Illegal action");
assert!(city.can_activate(), "Illegal action");
city.activate();
game.players[player_index].gain_resources(total_collect);
i.execute(game);
game.trigger_command_event(player_index, |e| &mut e.on_collect, &c.city_position);
}
pub(crate) fn undo_collect(game: &mut Game, player_index: usize, c: Collect) {
game.players[player_index]
.get_city_mut(c.city_position)
.expect("city should be owned by the player")
.undo_activate();
let total_collect = c.collections.into_iter().map(|(_, collect)| collect).sum();
game.players[player_index].lose_resources(total_collect);
}
pub(crate) struct CollectContext {
pub player_index: usize,
pub city_position: Position,
pub used: HashMap<Position, ResourcePile>,
pub terrain_options: HashMap<Terrain, HashSet<ResourcePile>>,
}
#[derive(Clone, PartialEq)]
pub struct CollectOptionsInfo {
pub choices: HashMap<Position, HashSet<ResourcePile>>,
pub modifiers: Vec<EventOrigin>,
pub(crate) info: ActionInfo,
}
impl CollectOptionsInfo {
pub(crate) fn new(
choices: HashMap<Position, HashSet<ResourcePile>>,
player: &Player,
) -> CollectOptionsInfo {
CollectOptionsInfo {
choices,
modifiers: Vec::new(),
info: ActionInfo::new(player),
}
}
pub(crate) fn execute(&self, game: &mut Game) {
self.info.execute(game);
}
}
///
/// # Panics
/// Panics if the action is illegal
#[must_use]
pub fn possible_resource_collections(
game: &Game,
city_pos: Position,
player_index: usize,
used: &HashMap<Position, ResourcePile>,
expect: &[(Position, ResourcePile)],
) -> CollectOptionsInfo {
let set = [
(Mountain, HashSet::from([ResourcePile::ore(1)])),
(Fertile, HashSet::from([ResourcePile::food(1)])),
(Forest, HashSet::from([ResourcePile::wood(1)])),
];
let mut terrain_options = HashMap::from(set);
let modifiers = game.players[player_index]
.events
.terrain_collect_options
.get()
.trigger(&mut terrain_options, &(), &());
let collect_options = city_pos
.neighbors()
.into_iter()
.chain(iter::once(city_pos))
.filter_map(|pos| {
if let Some(t) = game.map.get(pos) {
if let Some(option) = terrain_options.get(t) {
return Some((pos, option.clone()));
}
}
None
})
.collect();
let mut i = game.players[player_index]
.events
.collect_options
.get()
.trigger_with_minimal_modifiers(
&CollectOptionsInfo::new(collect_options, &game.players[player_index]),
&CollectContext {
player_index,
city_position: city_pos,
used: used.clone(),
terrain_options,
},
game,
|i| {
expect.is_empty()
|| i.choices.iter().all(|(pos, options)| {
expect
.iter()
.any(|(e_pos, e_option)| pos == e_pos && options.contains(e_option))
})
},
|i, m| i.modifiers = m,
);
i.modifiers.extend(modifiers);
for (pos, pile) in used {
i.choices.entry(*pos).or_default().insert(pile.clone());
}
i.choices.retain(|p, _| {
game.get_any_city(*p).is_none_or(|c| c.position == city_pos)
&& game.enemy_player(player_index, *p).is_none()
});
i
}