initialize repo

This commit is contained in:
2025-08-08 15:36:09 +02:00
parent d6a2c37a5f
commit cabf13d164
92 changed files with 2160 additions and 2 deletions

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using Civilization.Core.Actions;
using Civilization.Core.Interfaces;
namespace Civilization.Core.Game;
public class City : IOnTurnListener, IEntity
{
public Guid Id { get; } = Guid.NewGuid();
public int OwnerId { get; }
public string Name { get; set; }
public Vec2I Position { get; }
public HashSet<Vec2I> Territory { get; } = [];
public int MaxActionPoints { get; private set; } = 1;
public int ActionPoints { get; set; }
public City(int ownerId, Vec2I position, string name = "New City")
{
OwnerId = ownerId;
Position = position;
Name = name;
Territory.Add(position);
ActionPoints = MaxActionPoints;
}
public void ExpandTo(Vec2I newTile) => Territory.Add(newTile);
public void ResetActionPoints() => ActionPoints = MaxActionPoints;
public bool CanProduce() => ActionPoints > 0;
public void SpendActionPoint()
{
if (ActionPoints > 0) ActionPoints--;
}
public void ClaimTile(GameMap map, Vec2I tilePos)
{
var tile = map.GetTile(tilePos);
if (tile == null) return;
tile.OwnerId = OwnerId;
Territory.Add(tilePos);
}
public void OnTurnStart(GameState state)
{
ResetActionPoints();
var map = state.Map;
var neighbors = Territory.SelectMany(pos => map.Grid.GetNeighbors(pos))
.Distinct()
.Where(p => map.GetTile(p)?.OwnerId == null)
.ToList();
if (neighbors.Count > 0)
{
var rng = new Random();
var choice = neighbors[rng.Next(neighbors.Count)];
state.ActionQueue.Enqueue(new ExpandTerritoryAction(Id, choice));
}
}
public void OnTurnEnd(GameState state)
{
}
}

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using Civilization.Core.Actions;
using Civilization.Core.Interfaces;
using Civilization.Core.Units;
namespace Civilization.Core.Game;
public class GameState(GameMap map, List<Player> players)
{
private readonly Dictionary<Guid, Unit> _units = new();
private readonly Dictionary<Guid, City> _cities = new();
public GameMap Map { get; } = map;
public List<Player> Players { get; } = players;
public TurnManager TurnManager { get; } = new(players);
public ActionQueue ActionQueue { get; } = new();
public IEnumerable<Unit> Units => _units.Values;
public Player CurrentPlayer => TurnManager.CurrentPlayer;
public IEnumerable<City> Cities => _cities.Values;
public void NextTurn()
{
foreach (var listener in GetAllTurnListeners(CurrentPlayer.Id)) listener.OnTurnEnd(this);
TurnManager.AdvanceTurn();
foreach (var listener in GetAllTurnListeners(CurrentPlayer.Id)) listener.OnTurnStart(this);
ActionQueue.ExecuteAll(new GameActionContext(this));
}
public void AddUnit(Unit unit) => _units.Add(unit.Id, unit);
public Unit? FindUnit(Guid id) => _units.GetValueOrDefault(id);
public IEnumerable<Unit> GetUnitsForPlayer(int playerId) => _units.Values.Where(u => u.OwnerId == playerId);
public void RemoveUnit(Guid id) {
// Later, let's check if player can remove this unit (e.g. his turn, unit is not in combat, etc.)
_units.Remove(id);
}
public void AddCity(City city) => _cities.Add(city.Id, city);
public City? FindCity(Guid id) => _cities.GetValueOrDefault(id);
public IEnumerable<City> GetCitiesForPlayer(int playerId)
=> _cities.Values.Where(c => c.OwnerId == playerId);
private IEnumerable<IOnTurnListener> GetAllTurnListeners(int playerId)
{
foreach (var unit in GetUnitsForPlayer(playerId)) yield return unit;
foreach (var city in GetCitiesForPlayer(playerId)) yield return city;
}
}

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namespace Civilization.Core.Game;
public class Player(int id, string name, ColorRGBA color, bool isHuman = true)
{
public int Id { get; } = id;
public string Name { get; } = name;
public ColorRGBA Color { get; } = color;
public bool IsHuman { get; } = isHuman;
}

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namespace Civilization.Core.Game;
public class TurnManager
{
private readonly List<Player> _players = [];
private int _currentIndex = 0;
public int TurnNumber { get; private set; } = 1;
public Player CurrentPlayer => _players[_currentIndex];
public TurnManager(IEnumerable<Player> players)
{
_players = players.ToList();
}
public void AdvanceTurn()
{
_currentIndex++;
if (_currentIndex < _players.Count) return;
_currentIndex = 0;
TurnNumber++;
}
}