use crate::bail_if_cheats_are_not_allowed;
use crate::continent::Coord;
use crate::error::Result;
use crate::military::army::Army;
use crate::military::army::personnel::ArmyPersonnel;
use crate::military::maneuver::Maneuver;
use crate::ruler::Ruler;
use crate::world::World;
use itertools::Itertools;
use nil_util::ops::TryExt;
use tap::Pipe;
impl World {
pub fn cheat_get_idle_armies_at(&self, coord: Coord) -> Result<Vec<Army>> {
bail_if_cheats_are_not_allowed!(self);
self
.military
.idle_armies_at(coord)
.cloned()
.collect_vec()
.pipe(Ok)
}
pub fn cheat_get_idle_personnel_at(&self, coord: Coord) -> Result<ArmyPersonnel> {
bail_if_cheats_are_not_allowed!(self);
self
.military
.fold_idle_personnel_at(coord)
.pipe(Ok)
}
pub fn cheat_get_maneuvers(&self) -> Result<Vec<Maneuver>> {
bail_if_cheats_are_not_allowed!(self);
self
.military
.maneuvers()
.cloned()
.collect_vec()
.pipe(Ok)
}
pub fn cheat_get_maneuvers_of(&self, ruler: Ruler) -> Result<Vec<Maneuver>> {
bail_if_cheats_are_not_allowed!(self);
let mut maneuvers = Vec::new();
for coord in self.continent.coords_of(ruler) {
maneuvers.extend(self.military.maneuvers_at(coord));
}
maneuvers
.into_iter()
.unique_by(|it| it.id())
.sorted_by_key(|it| it.id())
.cloned()
.collect_vec()
.pipe(Ok)
}
pub fn cheat_spawn_personnel(
&mut self,
coord: Coord,
personnel: ArmyPersonnel,
ruler: Option<Ruler>,
) -> Result<()> {
bail_if_cheats_are_not_allowed!(self);
let ruler = ruler.unwrap_or_try_else(|| {
let city = self.city(coord)?;
Ok(city.owner().clone())
})?;
let player = ruler.player().cloned();
self.military.spawn(coord, ruler, personnel);
if let Some(player) = player {
self.emit_military_updated(player)?;
}
Ok(())
}
}