nil_core/world/military/
mod.rs1#[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::ruler::Ruler;
11use crate::world::World;
12
13impl World {
14 pub fn cancel_maneuver(&mut self, id: ManeuverId) -> Result<()> {
15 self.military.cancel_maneuver(id)?;
16 self.emit_military_to_maneuver_players(id)?;
17 Ok(())
18 }
19
20 #[inline]
21 pub fn collapse_armies(&mut self) {
22 self.military.collapse_armies();
23 }
24
25 pub fn is_maneuver_army_owned_by<R>(&self, id: ManeuverId, ruler: R) -> Result<bool>
26 where
27 R: Into<Ruler>,
28 {
29 let ruler: Ruler = ruler.into();
30 let army_id = self.military.maneuver(id)?.army();
31 let army_owner = self.military.army(army_id)?.owner();
32 Ok(ruler == *army_owner)
33 }
34
35 #[inline]
36 pub fn request_maneuver(&mut self, request: ManeuverRequest) -> Result<ManeuverId> {
37 self.request_maneuver_with_emit(request, true)
38 }
39
40 pub(crate) fn request_maneuver_with_emit(
41 &mut self,
42 request: ManeuverRequest,
43 emit: bool,
44 ) -> Result<ManeuverId> {
45 self
46 .military
47 .collapse_armies_in(request.origin);
48
49 let Some(army) = self
50 .military
51 .armies_mut_at(request.origin)
52 .iter_mut()
53 .find(|army| army.is_idle_and_owned_by(&request.ruler))
54 .filter(|army| army.has_enough_personnel(&request.personnel))
55 else {
56 return Err(Error::InsufficientUnits);
57 };
58
59 let Some(remaining) = army
60 .personnel()
61 .checked_sub(&request.personnel)
62 else {
63 return Err(Error::InsufficientUnits);
64 };
65
66 let army_id = army.id();
67 let army_owner = army.owner().clone();
68 *army.personnel_mut() = request.personnel;
69
70 let army_speed = army.speed(&self.config);
74
75 let (id, maneuver) = Maneuver::builder()
76 .army(army_id)
77 .kind(request.kind)
78 .origin(request.origin)
79 .destination(request.destination)
80 .speed(army_speed)
81 .build()?;
82
83 self.military.insert_maneuver(maneuver);
84
85 let army = self.military.army_mut(army_id)?;
86 *army.state_mut() = ArmyState::with_maneuver(id);
87
88 if !remaining.is_empty() {
91 Army::builder()
92 .owner(army_owner)
93 .personnel(remaining)
94 .build()
95 .spawn(&mut self.military, request.origin);
96 }
97
98 if emit {
99 self.emit_military_to_maneuver_players(id)?;
100 }
101
102 Ok(id)
103 }
104}