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;
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;
}
}