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nil_core/world/military/
mod.rs

1// Copyright (C) Call of Nil contributors
2// SPDX-License-Identifier: AGPL-3.0-only
3
4#[cfg(test)]
5mod tests;
6
7use crate::error::{Error, Result};
8use crate::military::army::{Army, ArmyState};
9use crate::military::maneuver::{Maneuver, ManeuverId, ManeuverRequest};
10use crate::world::World;
11
12impl World {
13  pub fn request_maneuver(&mut self, request: ManeuverRequest) -> Result<ManeuverId> {
14    self
15      .military
16      .collapse_armies_in(request.origin);
17
18    let origin_ruler = self.city(request.origin)?.owner().clone();
19    let Some(army) = self
20      .military
21      .armies_mut_at(request.origin)
22      .iter_mut()
23      .find(|army| army.is_idle_and_owned_by(&origin_ruler))
24      .filter(|army| army.has_enough_personnel(&request.personnel))
25    else {
26      return Err(Error::InsufficientUnits);
27    };
28
29    let Some(remaining) = army
30      .personnel()
31      .checked_sub(&request.personnel)
32    else {
33      return Err(Error::InsufficientUnits);
34    };
35
36    let army_id = army.id();
37    let army_owner = army.owner().clone();
38    *army.personnel_mut() = request.personnel;
39
40    // We must take the speed of the army only after updating its personnel,
41    // because the slowest unit in it may not have been sent as part of the maneuver.
42    // Related issue: https://github.com/tsukilabs/nil/issues/267
43    let army_speed = army.speed();
44
45    let (id, maneuver) = Maneuver::builder()
46      .army(army_id)
47      .kind(request.kind)
48      .origin(request.origin)
49      .destination(request.destination)
50      .speed(army_speed)
51      .build()?;
52
53    self.military.insert_maneuver(maneuver);
54
55    let army = self.military.army_mut(army_id)?;
56    *army.state_mut() = ArmyState::with_maneuver(id);
57
58    // The remaining personnel should only be spawned after updating the state of the original army.
59    // Otherwise, both would be collapsed into a single army again in the `spawn` call.
60    if !remaining.is_empty() {
61      Army::builder()
62        .owner(army_owner)
63        .personnel(remaining)
64        .build()
65        .spawn(&mut self.military, request.origin);
66    }
67
68    let sender_player = origin_ruler.player();
69    let target_player = self.city(request.destination)?.player();
70
71    if let Some(sender_player) = sender_player {
72      self.emit_military_updated(sender_player.clone());
73    }
74
75    if let Some(target_player) = target_player
76      && sender_player.is_none_or(|it| it != &target_player)
77    {
78      self.emit_military_updated(target_player);
79    }
80
81    Ok(id)
82  }
83
84  #[inline]
85  pub fn collapse_armies(&mut self) {
86    self.military.collapse_armies();
87  }
88}